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Path of War Expanded

OF

E x pa n d e d

By Chr is Ben net t a nd Jade R ipley

Path of War
Expanded
Lead Designers: Chris Bennett
Additional Design: Jade Ripley, Sabrina Bennett, Anthony S. Altovilla, Andreas Rnnqvist, Luke Williams, Adam
Boucher, Kevin Ryan
Editing: Forrest Heck
Interior Design: Erik Nowak, Forrest Heck
Interior Layout: Levi Jones, Jeremy Smith, Forrest Heck
Interior Artwork: Eric Lofgren, Gordon Napier, Jesse-lee Lang, Joe Shawcross, J.D. Dianderas,
Matt Morrow, Peter Temesi, Shaman Stockart, Storn Cook, Toby Gregory
Publisher: Jeremy Smith
Special thanks to the legions of fans who helped playtest the material in this book and offered new and
innovative ideas to include.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Path of War is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
Some artwork copyright Ben Hossi, used with permission.
Some artwork copyright Shaman Stockart, used with permission.
Some artwork 2013 Eric Lofgren, used with permission. All rights reserved.
2016 Dreamscarred Press

Path of War Expanded


Table of Contents
FOREWORD 3
INTRODUCTION 4
CHAPTER 1: CLASSES 5
Harbinger 5
Mystic 9
Zealot 15
CHAPTER 2: ARCHETYPES 22
Archetypes for Martial Disciples
23
Harbinger 23
Mystic 26
Stalker 31
Warder 32
Warlord 34
Zealot 35

Archetypes for Non-Martial Disciples

37

Aegis 37
Barbarian 38
Bard 39
Dread 41
Fighter 42
Marksman 45
Monk 46
Paladin 47
Ranger 50
Rogue 52

Class Templates

54

Bushi 54
Hussar 56
Polymath 58
Privateer 59
Warpath Follower
61

CHAPTER 3: PRESTIGE CLASSES


Animus Adept
Basic Glyphs
Advanced Glyphs
Master Glyphs

64
64
66
66
66

Landsknecht 67
Phoenix Champion
69

CHAPTER 4: FEATS AND TRAITS


72
Traits 72
Feats 72
Style Feats

81

CHAPTER 5: SYSTEMS AND USE


Favored Class Bonuses
Discipline Exchanges and You
Maneuvers and Mounted Combat
Old Dogs And New Tricks

87
87
90
91
91

CHAPTER 6: MANEUVERS AND STANCES


New Disciplines

95
95

New Special Rules

Maneuvers and Stances


Maneuver Descriptions
Cursed Razor
Elemental Flux
Eternal Guardian
Mithral Current
Piercing Thunder
Riven Hourglass
Shattered Mirror
Sleeping Goddess
Tempest Gale

97

98
108
108
114
122
129
135
142
148
154
165

CHAPTER 7: MARTIAL TRADITIONS 171


New Martial Traditions
171
Acolytes of the Arrow
The Cagebreaker Brotherhood
Cirque de la Fume
Crashing Tempest Academy
Descendants of the Golden Council
The Lens Maker Society
Lords of the Wheel
Loyal Order of the Branded Waerloch
Ordre des Repas Exotiques
The Quills
Reverents of the Lance
Servants of the Secret Hymn
Stained Glass Champions
The Sultanate of Beggars

172
173
174
175
177
178
179
180
181
182
183
184
186
187

Path of War Expanded


Foreward
Welcome to Path of War: Expanded! This is our second
outing in the field of martial maneuvers and the disciples
that use them, and were so very glad you can join us on
this endeavor. Its been a crazy time organizing all of this
with the writers on this team and with the playtesting
audience but its been a fantastic time too. Its been a
great pleasure working with all of you over this time, and
a great amount of this could not have been accomplished
without the assistance of those of you who are reading
this book right now. Its with our sincerest thanks that
we bring this to you and hope that within these pages
you find a wealth of options for all of your martial needs
in your Pathfinder games.
Id also like to thank of course my fellow writers
on this team who Ive come to look at as brothers-inarms over this time. Jade has been the whip-wielding
taskmaster that has kept all of us in line and been an
awesome friend and colleague. Anthony, to whom we
owe a ton of thanks to on his first of hopefully many
outings into Dreamscarred Press lineup. The majority of
the archetypes, feats, and the class templates are owed
to your great work (on top of everything else!), thank
you! And Luke, whose contributions to both crunch and
grammar as well as mechanical work helped make this a
well-oiled machine, well done and thanks! And big thank
yous to the loved ones in our lives that put up with us
being writers, we dont deserve it but we appreciate you!
We have much more to come in the future of course,
on both the Path of War line and other lines within
Dreamscarred Press. The Path of War will continue
onward and we look ever forward to traveling it with
you. Thank you!
Chris ErrantX Bennett
Line Developer Path of War, Dreamscarred Press

When I was first invited to write for Path of War:


Expanded, I received an email from Jade that I would like
to paraphrase (as I have since lost the original email): I
hate everything you submitted, fix it so we can publish it.
That was my introduction to writing for Dreamscarred
Press, and Ive loved every insane, frustrating, wild
moment of it. Ive made some amazing friends from
the time spent on this project and Ive learned so much
about the game that I never knew was out there. This
experience has been life changing for me and I consider
myself extremely lucky to be able to bring my writing to
all of you readers. Thank you all for putting up with me
and I hope you enjoy using this material as much as Ive
enjoyed writing it.
Anthony S. Altovilla
Freelance Writer and Fan of Dreamscarred Press
This books been a weird little dance for me. Its the
book I thought would be done last year, with half the
pages and a totally different set of focuses. Its the book
I thought would be done before I did any other projects,
and its been one helluva ride. Since I started this project
with harbingers original beta, Ive had the chance to
publish several books, moved across the country, and
been hired on as a formal part of Dreamscarred Press,
and thats not even getting into the team drama.
And yknow, I wouldnt have it another way.
Heres hoping you enjoy reading the first addition to
the Path of War gameline as much as we enjoyed writing
it.
Jade Ripley
Game Developer, Dreamscarred Press

Path of War Expanded


Introduction
Welcome to Path of War: Expanded, the second book
in the Path of War series by Dreamscarred Press. The
original Path of War introduced the initiating system
to the Pathfinder Roleplaying Game and brought you
three base classes and eleven new disciplines, alongside
prestige classes, archetypes and new martial traditions
to help populate your world with the most epic martial
artists to ever roll a twenty-sided die. Path of War:
Expanded continues this with even more base classes,
disciplines and archetypes, along with new feats and
yet more martial traditions with which to expand your
game even further.
Path of War: Expanded is the result of over two years of
hard work and playtesting. The book has gone through
some of the most extensive and rigorous playtesting by
both fans and developers, leading to a product full of
unique ideas and new twists on old concepts.

Forbidden Arts, Secret Techniques

We did something a little different with Path of War:


Expanded. The original Path of War had a strong
emphasis on extraordinary abilities and classes; even
the stalker, the most blatantly supernatural of the classes,
had strong themes of ki rather than overt magical might.
The disciplines, too, strongly emphasized extraordinary
abilities, with only a fewBlack Seraph, Solar Wind,
Silver Crane, Steel Serpent, and Veiled Moonbeing
supernatural or partially supernatural in nature.
In Path of War: Expanded, the emphasis is in the
other direction; all three of the introduced classes blend
magical potential with swordplay and use martial skill
as an enhancement or mnemonic for their supernatural
prowess. The disciplines presented herein also continue
that theme, focusing on schools of combat that blend
sorcery and swordsmanship and show how warriors
in a magical world (like those that many campaigns
take place in!) may have created and refined the art
of combat. The extraordinary abilities havent been
neglected, mind! Youll find plenty of feats, archetypes,
and even two entire disciplines (Piercing Thunder and
Tempest Gale) devoted to nonmagical combat, but here
we had the chance to spread our wings and explore the
trope of the magical warrior in a way not previously
expressed in the system. Heres hoping you enjoy playing
it as much as we enjoyed writing it.

Using This Book

This book is divided into seven chapters. The overview


of each chapter is given below.
Chapter 1 (Classes): In this chapter are three base
classes that use the maneuver system from Path of War:
the harbinger, the mystic, and the zealot.
Chapter 2 (Archetypes): In this chapter are over
twenty new archetypes for Path of War classes, psionic
classes from Ultimate Psionics, as well as new options for
classes from the mainline Pathfinder Roleplaying Game.
In addition, new class templates are provided which
offer archetypes that can be used for multiple classes,
such as the privateer, which can be used with either the
stalker or the warlord classes from Path of War.
Chapter 3 (Prestige Classes): Within the pages of the
prestige classes chapter, you will find three new prestige
classes for initiators: the animus adept, the landsknecht,
and the phoenix champion.
Chapter 4 (Feats and Traits): This chapter presents
new feats and traits designed to support martial combat
and maneuver use. In addition, the chapter includes a
line of style feats tied to each of the disciplines in Path of
War and Path of War: Expanded. Whether youre playing
an initiator from Path of War, a new class from this book,
or even a non-initiator, this chapter has a wealth of new
character options.
Chapter 5 (Systems and Use Expanded): This
chapter covers expanded rules and clarifications for
using Path of War and Path of War: Expanded material,
new abilities and material for Path of War classes, and
additional benefits for archetypes from Path of War.
Chapter 6 (Maneuvers and Stances): This chapter
introduces nine brand-new disciplines for martial
disciples to use: Cursed Razor, Elemental Flux, Eternal
Guardian, Mithral Current, Piercing Thundrer, Riven
Hourglass, Shattered Mirror, Sleeping Goddess, and
Tempest Gale. These disciplines follow the same rules as
the original disciplines from Path of War.
Chapter 7 (Martial Traditions): The final chapter
includes various organizations that characters can join
to gain both benefits and responsibilities. Each tradition
is tied to a martial discipline, and they serve well as
potential allies, enemies, and campaign hooks.

Books Needed

As this book expands upon the maneuver system


introduced in Path of War, that book is required for use
with Path of War: Expanded. In addition, there are many
new options for some of the psionic classes found in
Ultimate Psionics. These books are needed to make the
most of Path of War: Expanded, as well as the Pathfinder
Roleplaying Game Core Rulebook.

Path of War Expanded


Chapter 1: Classes
A characters class can tell you a lot about that character.
It provides the majority of abilities that a character
utilizes as well as insight into how they interact with the
world and view the problems they encounter. Martial
disciples focus primarily on their physical ability scores,
like Strength, Dexterity and Constitution, but each
mental fortitude as well, in the form of their initiation
modifier. As such, these classes require a balance of
both body and mind, for to neglect one is to fail the other.
Martial disciples are more than mere combatants
though, their dedication to the martial arts brings with it
a unique philosophy and insight into the world. Through
their training as disciples of the path of war, they unlock
abilities that can befuddle enemies, empower allies, and
make friends in the unlikeliest of circumstances.
Each of the martial disciple classes is equivalent
in power to the core classes found in the Pathfinder
Roleplaying Game and the classes found in the Pathfinder
Roleplaying Game Advanced Players Guide. Game
Masters are encouraged to allow players to choose
freely from these classes and the other additional rules
and options in this book, but each GM should make a
personal decision about what is and isnt allowed in
his campaign, as well the prevalence of such character
classes in their world. Each of the following three classes
presents interesting new themes and abilities.
Harbinger: The harbinger is a mobile combatant that
specializes in inflicting curses and manipulating their
foes on the battlefield through use of maneuvers. They
are specialists in channeling negative emotions as well
as focusing on a singular discipline above and beyond
the norm of other initiators.
Mystic: The mystic is a warrior filled with barely
controlled arcane power. Through the use of unique
glyphs and powerful animus, they channel this potent
arcane energy to aid their allies both on and off the
battlefield.
Zealot: The zealot is a leader and motivator on the
battlefield. By binding their allies into a single collective,
they can share the might of conviction and zeal to lead
their allies to victory and ensure that they do not fall
against even the toughest of foes.

Harbinger

Like rumors of war or plague-ridden winds, harbingers


move through battlefields and leave only ruin and
sorrow in their wake. Empowered from within by a
deep connection to sorrow, grief, and wrath, harbingers
channel their negative emotions into a supernatural
fighting style that is strange and terrifying to behold.
Some accept the darker urges within themselves but
leash them, making their wrath serve as a hound might
and others embrace the violence within, becoming
killers without restraint or pity.
Adventures: Harbingers adventure for many
and sundry reasons, ranging from simple greed to
revenge to genuine altruism. Many harbingers learn
their trade from a mentor or master who sometimes
imparts a mission or task to them, or initiates them
into an organization that retains the harbinger as its
agent. Harbingers arent any less likely to take to the

Path of War Expanded


Table 1-1: Harbinger
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Maneuvers
Special

Readied

Stances

1st

+0

+2

+0

+2

2nd

+1

+3

+0

+3

Dark focus (1 discipline)

3rd

+2

+3

+1

+3

Grim news 1/encounter

4th

+3

+4

+1

+4

Massacre 1/encounter

5th

+3

+4

+1

+4

Elusive shadow

6th

+4

+5

+2

+5

Dark focus (bonus feat)

7th

+5

+5

+2

+5

Sorcerous deception

8th

+6/+1

+6

+2

+6

Ill intentions

9th

+6/+1

+6

+3

+6

Grim news (movement mode) 2/encounter

10

10th

+7/+2

+7

+3

+7

Accursed will (damage), dark focus (2 disciplines),


massacre 2/encounter

10

11th

+8/+3

+7

+3

+7

Black omen

11

12th

+9/+4

+8

+4

+8

Bleak prophecy

11

13th

+9/+4

+8

+4

+8

Dark murmur

12

14th

+10/+5

+9

+4

+9

Dark focus (adaptation)

12

15th

+11/+6/+1

+9

+5

+9

Grim news (movement mode) 3/encounter

13

16th

+12/+7/+2

+10

+5

+10

Massacre 3/encounter

13

17th

+12/+7/+2

+10

+5

+10

Rumors of war

14

18th

+13/+8/+3

+11

+6

+11

Voices in the dark

14

19th

+14/+9/+4

+11

+6

+11

Whispers of atrocity

15

20th

+15/+10/+5

+12

+6

+12

Dark focus (supremacy)

16

10

adventuring life out of friendship than anyone else and


may be found in the company of mercenaries theyve
grown to love, or at least no longer feel like they can live
without.
Characteristics: Regardless of their alignment,
religion, culture of origin, or beliefs, all harbingers
have one thing in common: violence. For some anger
and sorrow are tools they use to do their jobs, an
acknowledgement that all sapients have both good and
evil within. For others violence marks and defines their
lives, with angry scars and psychological wounds. Some
crumble before the anger within, becoming little more
than puppets for their hate, and others refuse to give in
and display a level of self-control that can only be called
saintlike. However, all harbingers live their lives coming
toor failing to come toterms with the darkness
within.
Alignment: Any. Though harbingers are marked by
their darker urges they are not utterly defined by them,
and many brave and noble souls succeed in staring into
the abyss until the abyss averts its gaze. It is true that
many Harbingers skew towards evil and/or chaos, but

Known

Accursed will (attack rolls), dark claim, ill tidings,


maneuvers

nothing stops a harbinger from turning their power to


altruistic ends.
Religion: Harbingers tend to be on one side or the
other of the line between piety and indifference when
it comes to religion. Many harbingers that have been
scarred by violence or evil shy away from faith, unable
to believe that higher powers truly influence their lives.
Others embrace gods of violence, vengeance, tyranny
or destruction out of a feeling of common sympathy
or even obligation. Good-aligned harbingers tend to
worship gods of justice or retribution, taking on the
role of those who dispense justice to the wicked, or to
gravitate towards gods they seek to emulategods of
peace, love, or beauty that remind the harbingers of the
things they choose to defend.
Background: At some point in their lives, all harbingers
encountered the violence within. Some come from
cursed or tainted backgrounds, dragged towards power
by fiendish blood or maledictions laid down upon their
ancestors. Others have inherent but untapped magical
potential that erupts in a moment of wrath or panic, and
many harbingers have started on their path with blood

Path of War Expanded


dripping from their fingers and a look of shocked panic
on their face. Harbingers tend to be from places marked
or scarred by strife, and the majority emerge from lands
wracked by civil war, military conflict, massive social
change, crushing poverty or endemic crime, though this
may be because the circumstances that awaken their
power are so much more common in such places.
It is possible to deliberately train a harbinger, though
magical potential must be present. Such master-student
relationships are less common than wild harbingers
but can often end up with an harbinger that understands
her own power much better. Some teachers use cruel
and sadistic training methods to force their student to
confront the anger inside of them, while others ask that
their pupils meditate on the nature of evil and its role
in the multiverse. Both approaches are effective, and
produce very different students.
Races: Any race capable of feeling anger, sorrow,
or grief can potentially become an harbinger. That
said, some are certainly more common than others.
Savage humanoids such as orcs and gnolls produce a
large number of harbingers; their day-to-day lives are
marked with violence and maliciousness. Humans and
part-humans (but especially tieflings) also make up
a large part of harbinger membership, both because
of the significant role negative emotions play in their
lives and the endemic poverty and crime rates found
in their cities. In contrast, races with gentle day-to-day
lives such as elves or dwarves produce harbingers more
rarely, and even then usually as part of a master-student
relationship.
Other Classes: Harbingers can often have difficulty
around divinely-empowered classes such as clerics and
paladins, most often because of the ultimate source of
their power. Paladins in particular tend to disapprove of
harbingers utilizing evil urges, even for good ends, and
the conflicts between the two can run long and deep.
Role: Control. Harbingers command the battlefield
with a combination of superior mobility and debilitating
strikes, determining when and how they want to engage
and targeting weak enemies while shutting stronger ones
out of the battle. Their spread of supernatural maneuvers
gives harbingers access to magical and unusual abilities
that can shift the tide of battle in their favor.

GAME RULE INFORMATION

Abilities: Intelligence is pivotal to harbingers; it


controls the save DCs of their maneuvers and boosts their
accuracy and damage. Constitution helps a harbinger
survive the rigors of battle, while Dexterity and Wisdom
shore up her defenses.
Starting Age: Intuitive.
Starting Wealth: 4d6 10 gp (average 140 gp.) In
addition, each character begins play with an outfit worth
10 gp or less.
Hit Die: d8.

CLASS SKILLS

The harbingers class skills are Acrobatics (Dex),


Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate
(Cha), Knowledge (arcana) (Int), Knowledge (local) (Int),
Knowledge (martial) (Int), Knowledge (nobility) (Int),
Knowledge (religion) (Int), Linguistics (Int), Profession
(Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex),
and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

The following are the class features of the harbinger.


Weapon and Armor Proficiencies: A harbinger
is proficient with all simple weapons, martial melee
weapons, light armor, and shields (except tower shields).
Maneuvers: A harbinger begins her career with
knowledge of five martial maneuvers. The disciplines
available to her are Cursed Razor, Riven Hourglass,
Scarlet Throne, Shattered Mirror, and Veiled Moon.
Once the harbinger knows a maneuver, she must
ready it before she can use it (see Maneuvers Readied,
below). A maneuver usable by harbingers is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A harbingers maneuvers
are not affected by spell resistance, and she does not
provoke attacks of opportunity when she initiates one.
The harbinger learns additional maneuvers at higher
levels, as indicated on Table 1-1: Harbinger. A harbinger
must meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
harbinger can choose to learn a new maneuver in place
of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the harbinger need not replace the old
maneuver with a maneuver of the same level. She
can swap only a single maneuver at any given level. A
harbingers initiation modifier is Intelligence.
Maneuvers Readied: A harbinger can ready three
of her five maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she
is able to ready more, but must still choose which
maneuvers to ready. A harbinger must always ready
her maximum number of maneuvers readied. She
readies her maneuvers by meditating over the nature
of malevolence, honing her killer instinct, dwelling
upon grief and sorrow, or otherwise communing with
her negative side for ten minutes. The maneuvers she
chooses remain readied until she decides to meditate
again and change them. The harbinger does not need
to sleep or rest for any long period of time in order to
ready her maneuvers; any time she spends ten minutes

Path of War Expanded


in communion with her darker urges, she can change
her readied maneuvers.
A harbinger begins an encounter with all her readied
maneuvers unexpended, regardless of how many times
she might have already used them since she chose them.
When she initiates a maneuver, she expends it for the
current encounter, so each of her readied maneuvers
can be used once per encounter (unless she recovers
them, as described below).
In order for the harbinger to recover maneuvers, she
must tap into her sorcerous malice by activating her
dark claim class feature; the harbinger recovers a single
expended maneuver whenever she Claims a creature,
and she recovers a number of expended maneuvers
equal to her harbinger initiation modifier (minimum
2) whenever a creature she has Claimed is reduced to
0 or less hit points. Alternately, the harbinger may
concentrate on her inner negativity and recover a single
maneuver as a standard action.
Stances Known: A harbinger begins her career with
knowledge of one stance from any discipline open to
harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels,
she can select an additional stance to learn. Unlike
maneuvers, stances are not expended and the harbinger
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a harbinger cannot learn a new
stance at higher levels in place of one she already knows.
Dark Claim (Su): Starting at 1st level, a harbinger
gains the ability to reach out with her sorcerous malice,
marking foes as her own. As a swift action, the harbinger
may Claim an opponent that she can see (including with
special senses such as blindsense or tremorsense) within
close range (25 feet + 5 feet per 2 harbinger levels) for a
number of rounds equal to 1/2 her class level (minimum
1 round). A harbinger can have a maximum number
of creatures Claimed equal to her harbinger initiation
modifier (minimum 1), and may not Claim a creature she
has already Claimed until or unless the Claim expires.
Claimed creatures using the Withdraw action to leave a
square threatened by the harbinger provoke attacks of
opportunity from her.
In addition, the harbinger automatically knows the
position of creatures she has Claimed. Any opponent the
harbinger cannot see still has total concealment (50%
miss chance) against her, and the harbinger still suffers
the normal miss chance when attacking creatures that
have concealment. The harbinger is still denied her
Dexterity bonus to her AC against attacks from Claimed
creatures she cannot see.
Accursed Will (Ex): A harbinger is not an entirely
physical being; the darkness within her supplements her
body, impelling her to acts of stunning violence. Starting
at 1st level, the harbinger gains an insight bonus on
attack rolls equal to 1/2 her harbinger initiation modifier

(minimum +1). At 10th level, she gains an insight bonus


on damage rolls equal to her harbinger initiation
modifier.
Ill Tidings (Ex): Like unwanted news, the harbinger
travels swiftly. At 1st level, a harbinger gains a +10-foot
competence bonus to her movement speeds. At 10th
level, this bonus increases by +10 feet. Apply this bonus
before modifying the harbingers movement speeds
because of any load carried or armor worn.
Dark Focus (Ex): Though all Harbingers tap into
violence and sorrow, they inevitably specialize in a method
of combat that calls to them deep within themselves. At 2nd
level, a harbinger selects one discipline she has access to
from her harbinger levels to be her dark focus. She gains
a +1 bonus on attack and damage rolls when initiating
strikes and counters from her dark focus discipline. The
bonus to attack and damage rolls increases by +1 at 5th
level and every four levels thereafter. In addition, she
gains a +1 bonus to the save DCs of maneuvers from her
dark focus discipline.
At 6th level, the harbinger gains either Advanced
Study or Discipline Focus in her dark focus discipline as
a bonus feat, even if she does not meet the prerequisites.
In the case of Advanced Study, both maneuvers selected
must be from her dark focus discipline.
At 10th level, the harbinger selects a second discipline
as her dark focus in addition to her original dark focus
discipline. She does not gain an additional bonus feat,
although the other bonuses from her dark focus class
feature apply to the second discipline as well.
At 14th level, the harbingers dedication bears
violent fruit. She may expend a readied maneuver to
spontaneously initiate any maneuver she knows from
her dark focus disciplines that is one or more levels
lower than the expended maneuver, regardless of
whether or not she has the dark focus maneuver readied.
The initiation action of the spontaneously initiated
maneuver is unchanged.
At 20th level, the harbinger treats all maneuvers
from her dark focus disciplines as being readied at the
beginning of each encounter, in addition to her normal
pool of readied maneuvers.
Grim News (Su): Like a ghost or a rumor, the harbinger
moves with supernatural acumen. Starting at 3rd level, a
harbinger can move up to her speed as a swift action
once per encounter. She can use this ability twice per
encounter at 9th level, and three times per encounter at
15th level.
At 9th level and again at 15th level, the harbinger
selects one of the following abilities. One made, her
choice is permanent and cannot be changed.
Dark Wings: The harbinger gains a fly speed equal
to her base land speed, with good maneuverability.
This flight is supernatural in nature; though the
harbinger may develop wings or another form of
evident propulsion, she flies through supernatural
acumen alone.

Path of War Expanded


Omenwalk: The harbinger gains the ability to
teleport up to her speed as a move action. The
harbinger does not need line of effect or line of
sight to her destination, although she still provokes
attacks of opportunity for leaving a threatened
square when using this ability.
Spiders Boon: The harbinger gains a climb speed
equal to her base land speed. In addition, she
develops a sticky grip that aids her in battle,
granting her a +4 racial bonus on grapple checks
and to her CMD.
Water Dweller: The harbinger gains a swim speed
equal to her base land speed. In addition, the
harbinger no longer needs to breathe and becomes
immune to inhaled poisons.
Massacre (Ex): The scent of blood in the air and the
gentle throb of fading life force impels the Harbinger
to further heights of violence. Starting at 4th level, a
harbinger can initiate one of her readied strikes against
an adjacent creature as an immediate action when she
reduces an opponent to 0 or fewer hit points. She can
only initiate strikes with an initiation action of one
standard action with this ability. The harbinger can use
this ability once per encounter at 4th level, twice per
encounter at 10th level, and three times per encounter
at 16th level.
Elusive Shadow (Ex): The harbingers unnatural
alacrity protects her from harm as she shies away from
whirling blades and streaking spells alike. Starting at 5th
level, a harbinger gains a +2 dodge bonus to her AC and
Reflex saves during any round in which she has moved
at least 10 feet (including by teleportation effects such as
omenwalk).
Sorcerous Deception (Sp): Having become adept at
concealing the malice within, the harbinger develops the
ability to allay the suspicions of those who investigate
her with magic. At 7th level, a harbinger can use magic
aura as a spell-like ability at will, with a caster level equal
to her harbinger level. She may only target items and
objects she is attending, carrying, wearing, or wielding.
Ill Intentions (Su): Those cornered by the harbinger
and her allies feel the weight of her malice pressing
down against them. Starting at 8th level, whenever a
harbinger and one or more of her allies flank a creature,
that creature suffers a 2 penalty on saving throws and
skill checks.
Black Omen (Su): Like misfortune, the harbinger does
not seem to move so much as simply arrive. Starting at
11th level, a harbinger may move up to half her speed as
an immediate action once per encounter.
Bleak Prophecy (Su): Those claimed by the harbinger
are filled with dreadful visions of their own demise.
Starting at 12th level, creatures Claimed by a harbinger
become shaken while the Claim persists.
Dark Murmur (Su): Those claimed by the harbinger
find her as hard to catch as rumor itself. Starting at 13th
level, the harbingers movement no longer provokes
attacks of opportunity from creatures she has Claimed.

Rumors of War (Ex): The harbinger sweeps through


her enemies, spreading pain and woe wherever she
steps. Starting at 17th level, a harbinger may move up to
her speed and initiate a single strike at any point in the
movement as a full-round action.
Voices in the Dark (Ex): Like a dark voice on the
edge of hearing, the harbinger persecutes her enemies.
Starting at 18th level, a harbinger can initiate a strike
whenever she would normally be able to make an
attack of opportunity (she still expends the attack of
opportunity). She can only initiate strikes with an
initiation action of one standard action with this ability.
Whispers of Atrocity (Su): There is no resisting the
harbingers malice. Starting at 19th level, maneuvers
initiated by a harbinger ignore all immunities possessed
by their targets.

Mystic

Born with an untamed magical power buried deep


within his soul, the mystic is a warrior who, much like
a sorcerer, is filled with untapped energies. This power
however, is too primal and unstable, and is difficult to
be formed effectively into a spell. By following a martial
medium to tame this energy, the mystic is able to shape
his wild power into martial maneuvers and this allows
him to discover the deeper mysteries of his own inborn
power.
Adventures: Most mystics adventure to stretch the
limits of their powers, learning to master the mysteries
within their souls. Some do it to express their power in
ways that suit their ethics, for good or for ill, and others
travel to find others like themselves, to study and train
with and hope to eventually learn more about why they
are the way they are.
Characteristics: Mystics tend to be a very introspective
lot, wielding a power so foreign to most with an intuitive
sense of understanding. Many mystics follow ascetic
lifestyles, hoping that the order and abstaining of lifes
vices will help them control their power. Others embrace
their wild energies and move with the moment, pausing
to reflect at the end of the day as to what drives their
motivations.
Alignment: Any. Mystics do not follow any ethical or
moral path, and choose their own destiny. Some cling to
lawful alignments to master their powers, and others
embrace chaotic alignments to freely express their
talents.
Religion: Mystics who follow religion often find their
faith with gods of battle, nature, magic, or freedom.
Background: Mystics universally have one thing in
common, and thats a magical creature or magic-using
being in their near family history. This power is an
inherited consequence of such relation, and while it is
not widely understood why it has chosen to manifest
in such a way, the mystics wild power is usually an

Path of War Expanded


expression of this relations own power. Mystics are
born, and must train to master their energies.
Races: Any member of any race could be a mystic,
provided they had the ancestry and proper training
available. Most commonly they are of the human,
elven, and gnome races. Among monster races, kobolds
and their draconic bloodlines are among the first and
foremost experts in the realm of mysticism, and many
fey or elemental blooded creatures as well.
Other Classes: Mystics tend to chafe with sorcerers
around, as they see each other as failed expressions of
the other. Otherwise, mystics find the most in common
with rangers and monks for either their freedom or
their discipline. Wizards find them interesting and enjoy
studying their powers, and martially inclined characters
find them to be steady and useful allies.
Role: A mystic will often find themselves in the role
of both striker and party supporter. The glyphs they
manifest will aid themselves and their allies, as their
animus builds power and strength. Not as hardy as other
warriors, however, mystics will find themselves needing
the protection of their more robust allies from time to
time.

GAME RULE INFORMATION

Abilities: Wisdom is the primary attribute for the


mystic, and this determines factors of their class features,
maneuver saving throws, and their animus. As martial
characters, a good Strength or Dexterity will help their
ability to fight and a good Constitution score helps with
their otherwise modest hit points.
Starting Age: Intuitive.
Starting Wealth: 4d6 10 gp (average 140 gp.) In
addition, each character begins play with an outfit worth
10 gp or less.
Hit Die: d8.

CLASS SKILLS

The mystics class skills are Acrobatics (Dex), Autohypnosis


(Wis), Craft (Int), Intimidate (Cha), Knowledge (all) (Int),
Perception (Wis), Perform (Cha), Profession (Wis), Sense
Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use
Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

The following are the class features of the mystic.


Weapon and Armor Proficiency: A mystic is
proficient with all simple and martial weapons, katanas
and wakizashi, and with light armor and shields (except
tower shields).
Maneuvers: A mystic begins her career with
knowledge of seven martial maneuvers. The disciplines
available to her are Elemental Flux, Mithral Current,
Riven Hourglass, Shattered Mirror, Solar Wind, and
Veiled Moon.
Once the mystic knows a maneuver, she must
ready it before she can use it (see Maneuvers Readied,
below). A maneuver usable by mystics is considered an

10

extraordinary ability unless otherwise noted in it or its


disciplines description. A mystics maneuvers are not
affected by spell resistance, and she does not provoke
attacks of opportunity when she initiates one.
The mystic learns additional maneuvers at higher
levels, as indicated on Table 1-2: Mystic. A mystic must
meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
mystic can choose to learn a new maneuver in place
of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the mystic need not replace the old maneuver
with a maneuver of the same level. She can swap only a
single maneuver at any given level. A mystics initiation
modifier is Wisdom.
Maneuvers Readied: A mystic can ready five of her
seven maneuvers known at 1st level, and as she advances
in level and learns more maneuvers, she is able to ready
more, but must still choose which maneuvers to ready.
A mystic must always ready her maximum number of
maneuvers readied. She readies her maneuvers by
meditating for ten minutes. The maneuvers she chooses
remain readied until she decides to meditate again and
change them. The mystic does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditation, she can
change her readied maneuvers.
A mystic begins an encounter with all her readied
maneuvers unexpended, regardless of how many times
she might have already used them since she chose them.
When she initiates a maneuver, she expends it for the
current encounter, so each of her readied maneuvers
can be used once per encounter (unless she recovers
them, as described below).
Mystics are unique among martial disciples in that they
rely on surging, primal arcane forces within their being
to fuel their martial maneuvers. Because of this, they
do not have full control over their readied maneuvers;
when a mystic readies her maneuvers, she selects two
of her readied maneuvers to be immediately granted
to her for use at any time (when these two maneuvers
are used outside of combat, they recover on their own
in the following round), with the rest of her initially
randomized maneuvers waiting to be granted in combat.
The remainder of her readied maneuvers are withheld
and currently inaccessible until combat begins. If she is
able to act in a surprise round when combat begins, she
is granted her maneuvers then as normal, but if she is
caught unaware, she must wait until her initiative before
her maneuvers are granted (beyond the initial two). At
the end of each of her combat turns, one previously
withheld maneuver (randomly determined) is granted
to her, and thus becomes accessible for her next turn

Path of War Expanded


Table 1-2: Mystic
Maneuvers

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

1st

+0

+0

+0

+2

Animus, blade meditation, elemental attunement

2nd

+1

+0

+0

+3

3rd

+2

+1

+1

+3

4th

+3

+1

+1

5th

+3

+1

Special

Known

Readied

Stances

5 (2)

Bonus feat, arcane defense +1

5 (2)

Elemental glyph (I)

6 (3)

+4

Mystic artifice

10

6 (3)

+1

+4

Withstand spell

11

6 (3)

6th

+4

+2

+2

+5

Instant enlightenment 1/day, arcane defense +2

12

7 (4)

7th

+5

+2

+2

+5

Bonus feat

13

7 (4)

8th

+6/+1

+2

+2

+6

Elemental glyph (II)

14

7 (4)

9th

+6/+1

+3

+3

+6

Quell magic

15

8 (5)

10th

+7/+2

+3

+3

+7

Instant enlightenment 2/day

15

8 (5)

11th

+8/+3

+3

+3

+7

Arcane defense +3

16

8 (5)

12th

+9/+4

+4

+4

+8

Bonus feat

16

9 (6)

13th

+9/+4

+4

+4

+8

Elemental glyph (III)

17

9 (6)

14th

+10/+5

+4

+4

+9

Instant enlightenment 3/day

17

9 (6)

15th

+11/+6/+1

+5

+5

+9

Font of animus

18

10 (7)

16th

+12/+7/+2

+5

+5

+10

Arcane defense +4

18

10 (7)

17th

+12/+7/+2

+5

+5

+10

Bonus feat

19

10 (7)

18th

+13/+8/+3

+6

+6

+11

Instant enlightenment 4/day

19

11 (8)

19th

+14/+9/+4

+6

+6

+11

Elemental glyph (IV)

20

11 (8)

20th

+15/+10/+5

+6

+6

+12

Glyph mastery, arcane defense +5

21

12 (9)

and subsequent turns. She can freely choose to initiate


any maneuver that is currently granted when her turn
begins, but she cannot initiate a withheld maneuver.
If the mystic chooses not to employ a maneuver in a
given round, her currently granted maneuvers remain
available, and a previously withheld maneuver is
granted, as described above. In other words, it doesnt
matter if she uses her maneuvers or notat the end
of each of her turns, one withheld maneuver from her
selection of readied maneuvers is granted to her. Over
the course of a few rounds, all the mystics maneuvers
will eventually be granted.
A mystic can change the two readied maneuvers she
has chosen to be immediately granted for use at any time
by spending one minute meditating.
If, at the end of the mystics turn, she cannot be granted
a maneuver because she has no withheld maneuvers
remaining, she recovers all expended maneuvers, and
a new group of readied maneuvers is granted to her,
replacing her previously granted maneuvers if any
remain unspent. She selects two of her choice (and gains
the remainder of granted maneuvers as randomized

selections, see below). At the end of her next turn, a


withheld maneuver is granted to the mystic, and the
process of surging power begins again.
At 3rd level and again at 6th, 9th, 12th, 18th, and 20th
levels, the number of maneuvers granted to the mystic
at the beginning of an encounter and when she recovers
her maneuvers increases by one. Unlike the mystics
initial granted maneuvers, these additional maneuvers
are randomly determined (for example, at the beginning
of an encounter, a 6th level mystic would choose two
maneuvers to have access to, then randomly be granted
two more).
Stances Known: A mystic begins her career with
knowledge of one stance from any discipline open to
mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels,
she can select an additional stance to learn. Unlike
maneuvers, stances are not expended and the mystic
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.

11

Path of War Expanded


Granted Maneuvers and Alternate Recovery Methods
If a mystic uses the Lightning Recovery or Victorious Recovery feats (or a similar method) to recover a maneuver, it is
immediately added to her currently granted maneuvers.
Unlike with maneuvers, a mystic cannot learn a new
stance at higher levels in place of one she already knows.
Animus (Su): A mystics martial prowess is in part
fueled by a reservoir of roiling, turbulent energy within
her soul, and the passion and danger of combat causes
this arcane energy to overflow outwards. This power,
called animus, waxes and wanes with a mystics use of
her maneuvers in battle. Outside combat, a mystic has
no animus to spend, but her inner power can still be
used for more subtle arcane arts. Her levels in mystic
count as arcane spellcaster levels for the purposes
of qualifying for prerequisites (such as those of item
creation feats or the Arcane Strike feat), and if a mystic
ever develops arcane spellcasting from another class,
she may add her mystic level to her levels in that class
to determine her overall caster level for the purposes of
item creation feats.
When a mystic enters combat, she gains an animus pool
equal to 1 + her mystic initiation modifier (minimum 1)
at the start of her first turn, and adds one point of animus
to her animus pool at the start of each of her turns
thereafter. Her animus pool persists for one minute after
the last enemy combatant is defeated or
the encounter otherwise ends. At the
end of any round in which the mystic
initiates a maneuver, she adds an additional
point of animus to her pool. Certain abilities, such as
some class features, maneuvers, and feats, require the
mystic to expend points of animus to use.
The primal power of animus can be used in several
waysthe foremost of which is the augmentation
of maneuvers. A mystic can spend points of animus
to augment her maneuvers in the following ways,
depending on her class level. If the mystic has the
ability to augment her maneuvers in other ways,
such as from another class feature or the
maneuver itself, this cannot be combined
with the augments granted by her
animus class feature; she must
choose which augmentation
type to use when initiating
the maneuver.
Starting at 1st level,
a mystic can spend
a single point of
animus to augment a maneuver as part
of that maneuvers initiation action to apply one of the
following effects to it (if applicable):

12

Enhance Maneuver: For each point of animus spent,


the mystic adds a cumulative +2 insight bonus to
all d20 rolls made (including attack rolls, combat
maneuver checks, and skill checks) when initiating

that maneuver (maximum of three animus may


be spent on this augmentation); if the maneuver
allows the user to make multiple attacks, then this
bonus only applies to the first attack.
Increase DC: For each point of animus spent, the
save DC of that maneuver increases by 1.

When the mystic reaches 4th level, she can spend up


to two points of animus on maneuver augmentation,
rather than one, and she gains access to the following
additional augmentations:

Anima Burn: The mystic adds 1/2 her class level


to damage rolls made during that maneuver. This
augment costs two points of animus, and can only
be applied once to a given maneuver.

Path of War Expanded


Increase Potency: For each point of animus spent,
the mystic may ignore 10 points of energy resistance
or 5 points of damage reduction.
When the mystic reaches 9th level, she can spend up to
three points of animus on maneuver augmentation, and
gains access to the following additional augmentation:
Animus Rush: The mystic make move up to her base
movement speed as part of the initiation action for
the maneuver before initiating the strike. This is
a teleportation effect and the mystic must clearly
see her destination. This augmentation costs three
points of animus.
Increase Range: The mystic may target a creature
within 30 feet with a strike that normally uses
a melee attack. Resolve the strike normally, as
if the targeted creature was within the mystics
melee reach. This augmentation costs two points
of animus.
At 13th level, a mystic can spend up to four points
of animus on maneuver augmentation, and at 19th
level, she can spend up to five points of animus per
augmentation.
Elemental Attunement (Su): A mystic contains
incredible elemental power within her body, surging
energies that constantly flow through her blood and
muscle. Bringing these energies to bear is as easy as
breathing for a mystic, shifting the flow of power with
the subtle movements of her martial stances. When a
mystic readies her maneuvers, she may select one of
the following elements (and associated energy type) to
be her active element: air (electricity), earth (acid), fire
(fire), and water (cold).
After readying maneuvers, a mystic can change her
active element by taking a standard action to focus
inwards, or by expending one point of animus as a
free action while assuming a new stance. Whenever
she initiates a maneuver that deals damage, she may
spend one point of animus as part of its initiation action
to change all damage the maneuver deals to her active
elements associated energy type. For example, if a
mystic whose active element is currently air initiated the
cursed fate Veiled Moon strike, she could spend one point
of animus to change her attacks damage (including the
strikes bonus damage) to from her weapons normal
damage type to electricity damage.
If the mystic has access to the Elemental Flux discipline,
then her active element from this class feature is
the same as her active element for Elemental Flux
maneuvers. If she is psionic, she can change her active
energy type whenever she changes her active element,
and vice versa. Her active energy type need not match
her active element.
Blade Meditation (Su): When a mystic finds that
her martial power is beginning to wane or that few
options remain available for use, she can pause in battle,
drawing on her inner well of animus to reinvigorate
her body and mind. As a full-round action, a mystic

can spend one point of animus to grant herself all her


remaining withheld maneuvers, then immediately
expend them in a raging cadence of arcane power. As
there are no remaining maneuvers to be granted, a new
set of maneuvers is granted to the mystic at the end of
her turn, as normal.
In addition, until the start of her next turn, creatures
that target the mystic with melee attacks are engulfed
in the explosion of energy, taking 1d6 points of damage
of her active elements associated energy type, plus an
additional 1d6 points of damage for every two points of
animus remaining in the mystics animus pool.
Bonus Feat: At 2nd level and every five levels
thereafter, a mystic gain a bonus combat or item creation
feat. She must meet the prerequisites for these feats as
normal.
Arcane Defense (Ex): Starting at 2nd level, the
sorcerous power within a mystics body makes her
resilient to the supernatural. These energies defend
her from magical and psionic powers, granting her a
+1 insight bonus to her AC and saving throws against
psionic powers, psi-like abilities, spells, and spell-like
abilities. This bonus increases by +1 at 6th level, and
again at 11th level, 16th level, and 20th level.
Elemental Glyph (Su): Starting at 3rd level, a mystic
learns to aid her friends with the arcane power of the
elements. Although at first this surging energy was raw
and unformed, she has begun to master this ability, and
can use it to empower her allies, granting them benefits
in combat. As a move action, the mystic can spend one
point of animus to apply an elemental glyph to a number
of allies equal to her mystic initiation modifier modifier
within her sight. The effect of this glyph depends on
the element it is associated with, but all glyphs last for
a number of rounds equal to 1 + the mystics initiation
modifier. A mystic is not limited to casting glyphs of her
active element (as darkness, illumination, and metal
have no elemental type). Allies may only be affected by
one of her glyphs at a time, with new glyphs ending the
current glyph in effect and replacing it on the affected
ally. The benefits of these glyphs are cumulative (for
example, an 8th level mystic grants both the 3rd level
and 8th level benefits to her allies). Different glyphs from
different mystics may apply to the same target. Glyphs
are supernatural abilities and not subject to spells or
effects like dispel magic but do not function within an
antimagic field or similar effect.
Air: The glyph of air fills the mystics allies with energy
and speed.
At 3rd level, all movement speeds possessed by each
ally under the effect of the glyph gain a +10-foot
enhancement bonus to speed. In addition allies may
choose to make one turn of up to 90 degrees while
making charge attacks.
At 8th level, this enhancement bonus to movement
speed increases to 30 feet, and they may make

13

Path of War Expanded


Acrobatics checks to jump as if they had a running
start.
At 13th level, allies affected by the glyph of air gain
the ability to move up to 30 feet as a swift action.
This movement provokes attacks of opportunity as
normal.
19th level, whenever one of the mystics allies uses
the glyph of airs swift action movement ability,
they can make a single attack with a weapon they
are wielding at their highest base attack bonus at
any point during this movement.
Darkness: Though darkness often connotates evil, for
the mystic its shroud offers both protection and insight,
allowing the mystics allies tactical avenues that they
would otherwise be unable to access.
At 3rd level, allies affected by the glyph of darkness
gain concealment (20% miss chance).
At 8th level, affected allies gain darkvision and the
effects of a see invisibility spell out to a range of 60
feet.
At 13th level, affected allies are shrouded in a pitchblack veil, gaining total concealment (50% miss
chance).
At 19th level, affected allies gain the blindsight trait
with a range of 30 feet.
Earth: The dour, steadfast nature of earth allows the
mystics allies to better stand their ground and weather
assaults.
At 3rd level, this glyph makes allies more difficult
to move against their will. Affected allies gain a
bonus to their CMD equal to the mystics initiation
modifier.
At 8th level, affected allies gain DR/adamantine
equal to the mystics initiation modifier.
At 13th level, affected allies gain resistance to all
energy types equal to the mystics class level.
At 19th level, the first time during the encounter
that an affected ally is reduced to 0 or fewer hit
points, they are instead reduced to 0 hit points and
automatically stabilize. Their hit points cannot be
reduced below 0 for the rest of the round. Once
this effect triggers on an ally, that ally cannot gain
its effect again until the end of the encounter. In
addition, affected are allies are immune to bleed
damage.
Fire: The unquenchable flames of passion drive the
mystics allies to feats of glory.
At 3rd level, affected allies gain a circumstance
bonus on attack rolls equal to 1/4 the mystics class
level (minimum +1).
At 8th level, affected allies add 1/2 the mystics class
level as fire damage to attacks they make.
At 13th level, affected allies attacks ignore a number
of points of energy resistance equal to the mystics
class level.

14

At 19th level, whenever an affected ally is targeted


by a melee attack, the attacker takes fire damage
equal to the mystics class level, regardless of
whether or not the attack hits.
Illumination: The light of the universe reveals truth
wherever it hides.
At 3rd level, affected allies attacks ignore the miss
chance from concealment granted to targets by
anything less than total concealment.
At 8th level, affected allies gain a circumstance
bonus on Will saving throws against illusion spells
and effects equal to the mystics initiation modifier.
At 13th level, affected allies gain the effects of a true
seeing spell out to a range of 30 feet.
At 19th level, affected allies are protected from any
falsehood, gaining the effects of a mind blank spell.
Metal: Sturdy and unyielding like the forged iron
from which it takes its name, the glyph of metal imparts
resolute strength to the mystics allies.
At 3rd level, affected allies increase their natural
armor bonus to AC by an amount equal to 1/4 the
mystics class level (minimum +1).
At 8th level, affected allies gain a circumstance
bonus on Fortitude saves equal to 1/4 the mystics
class level (minimum +1).
At 13th level, affected allies attacks ignore a number
of points of damage reduction and hardness equal
to the mystics initiation modifier.
At 19th level, affected allies gain damage reduction/
equal to the mystics initiation modifier and gain
spell resistance equal to 15 + the mystics class level.
Water: Fluid and changeable, the glyph of water
grants allies flexibility in both their movement and their
thinking.
At 3rd level, affected allies gain a circumstance
bonus to their CMB and on Swim checks equal to the
mystics initiation modifier.
At 8th level, affected allies ignore difficult terrain
when they move.
At 13th level, affected allies gain the effects of a
freedom of movement spell.
At 19th level, affected allies gain fast healing 10.
Mystic Artifice (Su): Starting at 4th level, a mystic is
able to channel her animus into her craft, substituting
primal arcane energies in place of more ordinary spells.
When crafting an item, the mystic uses her initiator level
as her caster level to determine how potent a creation
she can and for the purposes of meeting caster level
prerequisites. In order to create a spell trigger or spell
completion item, the mystics initiator must be at least the
minimum required to cast the spell or spells in question.
When attempting to create a magical item for which
she does not possess a prerequisite spell, the mystic can
attempt to replicate the spell through her innate power
with a Spellcraft check (DC 15 + the level of the spell

Path of War Expanded


being replicated). If successful, she can create the item
as if she had cast the prerequisite spell. The mystic must
possess any material components necessary for casting
the spell that she is replicating. If the item being created
requires multiple spells, she must make this check for
each spell she intends to replicate. If she fails the skill
check, she may not try again for that spell while creating
that itemthe item creation DC increases as normal for
the creation of an item without a prerequisite spell in
such a case.
Withstand Spell (Su): Starting at 5th level, the
mystics natural instincts with magic work to protect
her, guiding her reactions against offensive spells cast
by her enemies and allowing her to siphon off a small
amount of that energy for her own use. If the mystic is
targeted by a spell, spell-like ability, psionic power, or
psi-like ability that normally would have a lesser effect
(such as a partial effect) on a successful Fortitude or
Reflex saving throw, she may make a Will saving throw
instead of the effects normal save. If that Will saving
throw is successful, she is completely unaffected by the
spell or power, taking no damage and suffering no illeffects. If she fails the saving throw, she suffers the effect
as normal, and adds one point of animus to her animus
pool.
The mystic must be unencumbered and wearing
light or no armor to use this ability. This ability does
not protect the mystic from traps, extraordinary or
supernatural abilities, or any other effects that require a
Fortitude or Reflex save. A helpless mystic does not gain
the benefit of withstand spell.
Instant Enlightenment (Ex): Starting at 6th level, a
mystic is capable of drawing deep on her training to
channel the untapped energies within her, granting
her an infinitesimal moment of perfect clarity. Once
per day as a free action, the mystic may expend one
granted maneuver and instantly replace it with another
maneuver she knows. This maneuver is added to her
currently granted maneuvers and readied for use,
replacing the previous maneuver. At 10th level and
every four levels thereafter, the mystic can use this
ability one additional time per day.
Quell Magic (Su): Starting at 9th level, a mystic can
channel her animus to act as a sort of null-magic energy,
smothering active magical effects with its flow. In order
to use this ability, the mystic must have identified an
ongoing spell or power through a Spellcraft check or
other method. As a standard action, she can spend
a number of points of animus equal to that spell or
powers level to suppress (as if by an antimagic field
spell) that spell or power for a number of rounds equal
to her mystic initiation modifier. Time spent suppressed
counts against the suppressed spell or powers duration.
This ability can only be used on effects within 30 feet,
although the mystic does not need to identify the effect
while it is within that range, and it remains suppressed
even if it leaves that range.

Font of Animus (Su): At 15th level, a mystic gains


the ability to draw in energy from the world around
her, converting it into animus to fuel her own primal
power. As a move action, the mystic can add a number
of points of animus to her animus pool equal to 1d6 + her
mystic initiation modifier. Unlike other animus abilities,
this may be used outside of combat to generate a small
pool of animus that persists for one minute outside of
combat. A mystic cannot use this ability multiple times
to accumulate animus; additional attempts only her
animus pool to 1d6 + her mystic initiation modifier. The
mystic may use this a number of times per day equal to
her mystic initiation modifier + 1 (minimum of 1).
Glyph Mastery (Su): At 20th level, a mystics control
over her elemental powers are strong enough that she
can manifest two elemental glyphs at the same time. As a
move action, the mystic may spend two points of animus
and manifest an elemental glyph of any two elements,
regardless of her active element. These glyphs otherwise
function as her elemental glyphs class feature

Zealot

A warhawk politician grimly but eloquently calls for the


destruction of a hated enemy. A loyal guard lays down
his life for his homeland without hesitation. A cultist is
driven to greater and greater ecstasies of blood to satisfy
the wicked whispers that fill his mind day and night. All
believe that if they sacrifice enough for their dreams,
even the impossible can be realized. These dreams are
enough to shape those around themand, if realized
the world.
Adventures: Zealots live in pursuit of a passion
or cause. Each zealot has a purpose they intimately
understand, from protecting their country, to spreading
their religion, to hunting down every last one of the
assassins who murdered their master.
Characteristics: Zealots typically have intense
personalitiesdespite their commitment to one cause, if
one fire cools, another will ignite. This fervency is what
draws in their allies and sets them apart: What some
might believe on an intellectual level in a vague, apathetic
way, the zealot embraces and knows like a lover.
Alignment: Any. Zealots have a strict devotion to an
ideal that they follow with reckless abandon. While zealots
often allow the ends to justify the means, they also put the
needs of something greater than themselves beyond their
own needs. These conflicting motivations create zealots
of every conceivable stripe. Though zealots do not change
alignment more frequently than other classes, a zealot
who changes alignments fights for his new ideals with the
same intensity as the one he left behind.
Religion: Many zealots are religious, but their
personal beliefs often clash with established dogma.
Zealots often live at the extremes of a given religionits
most brutal enforcers, its most devout preachers, its first
followers, its greatest defenders, and its most despised

15

Path of War Expanded


heretics. This purity of drive leads zealots to frequently
found their own religions, philosophies, and cults.
Background: Zealots are found most frequently
in times of uncertainty and places of conflict, though
whether this is because these situations are ideal for
creating zealots, zealots are drawn to these areas, or
zealots create these situations is uncertain.
Races: Zealots are most commonly found in humans
and other shorter-lived races, because zealots often live
short and burn bright. Sadly, there may be just as
many dwarven patriots as goblin fanatics, but the
dwarves who follow less impassioned lives will
typically live much longer ones. Half-breeds like
half-orcs, half-giants, and tieflings are common
zealots, as they are often born in areas of conflict and
are forced into allying with one side of their heritage
or another. Dromites and other highly-organized races
can produce excellent zealots, as their culture helps
instill them with a unique sense of purpose.
Other Classes: Zealots often mesh best with others
who will fight for their cause, regardless of their
allies motivations, a pragmatic stalker who can
be counted on to perform a task for a few coins
might be a more trusted ally to a zealot than
a pious cleric who raises moral arguments against
the zealots methods. Zealots sometimes clash with
sorcerers, paladins, and others with strong personalities
(a natural consequence of too many leaders and not
enough followers), but thoughtful classes like inquisitors,
oracles, and rangers can channel the zealots ardor against
the proper targets. Zealots do not inherently get along well,
and there are often zealots on all sides of a conflict.
Role: Leader. A zealot inspires the hearts and minds
of those he fights alongside through pure passion,
bringing his allies to heights they never thought possible.
With proper feat and maneuver choices, zealots can also
become masters of battlefield control.

GAME RULE INFORMATION

Abilities: A zealot relies most heavily on his Charisma,


which is his initiation modifier and grants bonus power
points to fuel its class features. A high Constitution
score aids him in soaking up damage for his allies, and
investing in a decent Strength score is necessary for
reliably striking foes and attempting combat maneuvers.
Starting Age: Self-taught.
Starting Wealth: 5d6 10 gp (average 175 gp). In
addition, each character begins play with an outfit
worth 10 gp or less.
Hit Die: d10.

CLASS SKILLS

The zealots class skills are Autohypnosis (Wis), Bluff


(Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate
(Cha), Knowledge (history) (Int), Knowledge (martial)
(Int), Knowledge (nobility) (Int), Knowledge (psionics)
(Int), Knowledge (religion) (Int), Perception (Wis),
Profession (Wis), and Sense Motive (Wis).
Skills Ranks per Level: 4 + Int modifier.

16

CLASS FEATURES

The following are the class features of the zealot.


Weapon and Armor Proficiency: A zealot is
proficient with all simple and martial weapons and with
all armor (heavy, light, and medium) and shields (except
tower shields).
Maneuvers: A zealot begins his career with knowledge
of five martial maneuvers. The disciplines available
to him are Eternal Guardian, Golden Lion, Piercing
Thunder, Sleeping Goddess, and Solar Wind.
Once the zealot knows a maneuver, he must
ready it before he can use it (see Maneuvers
Readied, below). A maneuver usable by
zealot is considered an extraordinary ability
unless otherwise noted in it or its disciplines
description. A zealots maneuvers are not

Path of War Expanded


Table 1-3: Zealot
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Known

Readied

Stances

Power
Points/
day

Maneuvers
Special

1st

+1

+2

+0

+2

Collective, compartmentalized aid,


zeal +1

2nd

+2

+3

+0

+3

Burning contemplation, conviction,


martyrdom (3)

3rd

+3

+3

+1

+3

Commitment, telepathy

4th

+4

+4

+1

+4

Echoes of steel, mission (focus)

5th

+5

+4

+1

+4

Defiance, zeal +2

6th

+6/+1

+5

+2

+5

Conviction

7th

+7/+2

+5

+2

+5

Martyrdom (4)

11

8th

+8/+3

+6

+2

+6

Mission (augments)

14

9th

+9/+4

+6

+3

+6

Unshakable Will

10

17

10th

+10/+5

+7

+3

+7

Conviction, zeal +3

10

20

11th

+11/+6/+1

+7

+3

+7

Echoes of steel (2)

11

24

12th

+12/+7+2

+8

+4

+8

Martyrdom (5)

11

28

13th

+13/+8/+3

+8

+4

+8

Stalwart

12

32

14th

+14/+9/+4

+9

+4

+9

Conviction

12

37

15th

+15/+10/+5

+9

+5

+9

Collective range (unlimited), zeal +4

13

42

16th

+16/+11/+6/+1

+10

+5

+10

Metaphysical transcendance (allies)

13

47

17th

+17+12/+7/+2

+10

+5

+10

Martyrdom (6)

14

52

18th

+18/+13/+8/+3

+11

+6

+11

Conviction

14

58

19th

+19/+14/+9/+4

+11

+6

+11

Collective range (planar)

15

64

+12

Metaphysical transcendence (self),


zeal +5

16

10

70

20th

+20/+15/+10/+5

+12

+6

affected by spell resistance, and he does not provoke


attacks of opportunity when he initiates one.
The zealot learns additional maneuvers at higher
levels, as indicated on Table 1-3: Zealot. A zealot must
meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
zealot can choose to learn a new maneuver in place
of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the zealot need not replace the old maneuver
with a maneuver of the same level. He can swap only a
single maneuver at any given level. A zealots initiation
modifier is Charisma.
Maneuvers Readied: A zealot can ready three of his
five maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A zealot must always ready his maximum number
of maneuvers readied. He readies his maneuvers by

meditating for ten minutes. The maneuvers he chooses


remain readied until he decides to meditate again and
change them. The zealot does not need to sleep or rest for
any long period of time in order to ready his maneuvers;
any time he spends ten minutes in contemplation, he can
change his readied maneuvers.
A zealot begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the zealot to recover maneuvers, he must
activate his zeal class feature by using the Aid Another
action. Using the Aid Another action in this way is a
move action, and when he does so, he recovers a number
of expended maneuvers equal to his zealot initiation
modifier (minimum 2), regardless of whether or not the
Aid Another attempt was successful. Maneuvers initiated
during the zealots current turn cannot be recovered
in this way. Using the Aid Another action as any other
action (such as with the Bodyguard feat or the battlesense
power) does not allow the zealot to recover maneuvers.

17

Path of War Expanded


Alternately, the zealot may focus inwards, meditating
and recovering a single maneuver as a standard action.
Stances Known: A zealot begins his career with
knowledge of one stance from any discipline open to
zealots. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, he can
select an additional stance to learn. Unlike maneuvers,
stances are not expended and the zealot does not have
to ready them. All the stances he knows are available
to him at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a zealot cannot learn a new
stance at higher levels in place of one he already knows.
Power Points/Day: A zealots ability to augment some
of his abilities is limited by the power points he has
available. His base daily allotment of power points is
given on Table 1-3: Zealot. In addition, he receives bonus
power points per day if he has a high Charisma score (see
Table 2-1: Ability Modifiers and Bonus Power Points, in
Chapter 2 of Ultimate Psionics), treating his class level as
his effective manifester level for the purposes of bonus
power points. His race may also provide bonus power
points per day, as may certain feats and items. This
effective manifester level does not make a zealot eligible
for feats and prestige classes requiring a manifester
level.
Collective (Su): A zealot learns to use psionic power to
connect willing minds through an internal network that
strengthens their psychic bonds. As a standard action,
a zealot can join any number of willing targets into his
collective (up to his limit, see below). The zealot must
have line of sight to each target, each target must have a
Wisdom score of at least 1, and all targets must be within
medium range (100 feet + 10 feet per zealot level). The
collective can contain up to his zealot initiation modifier
or half his zealot level (minimum 1), whichever is higher,
plus the intensity of his zeal (see zeal, below). The zealot
is always considered a member of his own collective,
and does not count against the maximum number of
creatures in the collective.
The zealot can choose to remove a member as a free
action on his turn, and any member can voluntarily
leave the collective as a free action on their turn. Any
member whose Wisdom drops to zero or who moves
out of range of the collective is automatically removed.
If a member enters a null psionics field, the connection
to the collective is suppressed until the member leaves
the field. A member who leaves the collective for any
reason immediately loses any and all benefits they may
have gained from being a member. A zealot is aware of
the status of his collective and can, roughly, sense the
presence of each member, although beyond telling if
such a creature is still a member, this has no mechanical
benefit until higher levels (see telepathy below).
A zealot can initiate certain maneuvers through his
collective. If a zealot maneuver specifies one or more
willing targets (or is harmless) and has a range greater
than personal, he can initiate this maneuver on a

18

member of his collective regardless of the range of the


actual maneuver. All other non-range restrictions still
apply.
If he is capable of manifesting powers, casting spells,
or initiating maneuvers from a different class (as is the
case for a multiclass zealot), any compatible spell, power,
or maneuver with a range greater than touch can also be
used through the collective. He may manifest any power
with the Network descriptor this way, regardless of their
actual ranges or targets.
If a member of the collective dies, the member is
removed from the collective and the zealot must make
a Fortitude save (DC 15) or lose 1 power point for every
Hit Die of the fallen member or be sickened for an equal
number of rounds.
At 15th level, a zealots collective range is limitless on
the same plane as the zealot.
At 19th level, a zealots range reaches even across
other planes and dimensions.
Zeal (Su): The zealots martial competence and
inspiring exhortations give his collective the courage to
fight no matter the odds. Whenever a zealot successfully
hits an opponent with a strike maneuver, all allies in
his collective (including him) gain a +1 morale bonus on
attack rolls for one round. This bonus increases by +1 at
5th level and every five levels thereafter.
A zealots zeal is also activated when he uses the Aid
Another action as to recover maneuvers (regardless of
whether or not the Aid Another attempt was successful).
In addition, when he uses the Aid Another action to grant
an ally a bonus on a skill check or to their AC, he adds the
intensity of his zeal to the bonus granted.
In addition, the zealots ardor for his beliefs draws
others to follow and support him. The zealot adds the
intensity of his zeal to the maximum number of creatures
he may have in his collective.
Compartmentalized Aid (Ex): A zealot can mentally
divide a fraction of himself to objectively analyze his
actions, allowing him to use the Aid Another action on
himself to grant himself a bonus to an attack roll or
AC and recover maneuvers (and activating the zealots
zeal class feature). When he does so, the bonus applies
to an attack that comes before the end of his next turn.
In addition, he can use the Aid Another action with a
ranged attack as long as he is within his weapons first
range increment.
Burning Contemplation (Ex): Starting at 2nd level,
a zealots inner fire allows him to unlock latent psionic
potential within himself. For the purpose of qualifying
for psionic feats, he may use his Charisma score instead
of his Wisdom score.
Conviction: In addition to his purpose and plans, a
zealot champions minor beliefs and practices. At 2nd
level and every four levels thereafter, a zealot gains a
conviction from the following list. Unless otherwise
noted, a zealot cannot select an individual conviction
more than once. Some convictions can only be taken if
the zealot meets certain prerequisites first, as noted in
the individual convictions description.

Path of War Expanded


Combat Conviction: The zealot gains a combat feat he
qualifies for as a bonus feat. After the zealot reaches
10th level, he can gain this conviction a second time.
Enduring Zeal (Su): When the zealot activates his zeal
class feature, he can spend up to 1 power point per zealot
level to extend the duration of his zeal by a number of
rounds equal to the power points spent.
Hearten the Mindless (Su): Creatures in the zealots
collective that are mindless or immune to mind-affecting
effects still benefit from his zeal class feature, gaining
morale bonuses as if they were not mindless or immune
to mind-affecting effects.
Improved Zeal (Su): Whenever the zealot activates his
zeal class feature, he can choose to pay 2 power points. If
he does so, the intensity of his zeal increases by 1 for that
use of his zeal class feature. A zealot must be at least 6th
level before selecting this conviction.
Impulsive Reactions (Ex): The zealot gains Combat
Reflexes as a bonus feat, even if he does not meet the
prerequisites. He uses his zealot initiation modifier
instead of his Dexterity modifier to determine the
number of additional attacks of opportunity he can
make each round.
Path of Dedication (Su): As a move action, the zealot
can grant one willing member of his collective a move
action to move (even if it isnt their turn). This movement
must be taken immediately, and provokes attacks of
opportunity as normal. The zealot can use this ability
only once per round.
Path of Dedication, Improved (Su): Whenever the zealot
initiates a boost or counter, the zealot can pay 3 power
points to activate his Path of Dedication conviction as a
free action, even if it isnt his turn. This is not considered
an augment and does not count against the maximum
amount of power points the zealot can spend on the
maneuver. In addition, he can expend his psionic focus
when using the Path of Dedication conviction to grant its
effects to all willing members of his collective, including
himself. The zealot may still only use this ability once per
round. A zealot must be at least 10th level and possess
the Path of Dedication conviction before selecting this
conviction.
Personality Fragment (Ex): The zealot gains Psicrystal
Affinity as a bonus feat, even if he does not meet the
prerequisites. He uses his initiator level in place of
his manifester level for the purpose of determining
the power of his psicrystal and for qualifying for the
Psicrystal Containment feat. The zealots psicrystal is
always a member of his collective, and does not count
towards the maximum number of creatures in his
collective.
Psionic Conviction: The zealot gains a psionic feat he
qualifies for as a bonus feat. After the zealot reaches
10th level, he can gain this conviction a second time.
Strike of Unity (Su): The zealot can spend 5 power
points when initiating a strike to initiate that maneuver
through a member of the zealots collective. The strike
is resolved in all ways as if the zealots ally had initiated
it (in terms of base attack bonus, weapons, feats, line of

sight, reach, cover, and so on. The maneuver uses the


allys initiation modifier or their Charisma modifier,
whichever is higher). This is not considered an augment
and does not count against the maximum amount of
power points the zealot can spend on the maneuver. A
zealot must be at least 10th level before selecting this
conviction.
Tempered Body (Ex): The zealots incredible dedication
allows him to weather serious and even fatal attacks.
When a critical hit or sneak attack is scored on the zealot,
there is a 25% chance that the critical hit or sneak attack
is negated and damage is instead rolled normally. This
does not stack with similar abilities that negate critical
hits and sneak attacks (such as the fortification armor
special ability). The zealot can take this conviction up
to three times; its effects stack, increasing the chance of
negation by 25% each time he takes it.
Martyrdom (Su): At 2nd level, the zealot learns to
share the immense pain and suffering his allies must
face to fulfill their calling. Once per round, when a
willing member of the zealots collective other than
himself takes hit point damage, the zealot can redirect
up to 5 points of damage per zealot level to himself as
a free action, even if it isnt his turn. Effects other than
hit point damage (such as poison, stunning, or ability
damage) are not reduced or transferred. Damage the
zealot redirects to himself with this ability ignores any
form of damage reduction, resistance, immunity or
regeneration the zealot may possess. When the zealot
activates this ability, he can pay up to 1 power point per
zealot level to negate 3 points of the damage redirected
to him per power point spent (to a minimum of 1 point
of damage taken).
Starting at 7th level, if one of the zealots allies takes
ability damage, the zealot may choose to take up to 1
point of that ability damage per three zealot levels in
place of the ally. When the zealot activates this ability,
he can pay up to 1 power point per zealot level to negate
1 point of this ability damage redirected to him per 2
power points spent. In addition, he now negates 4 points
of redirected hit point damage per power point spent.
Starting at 12th level, the zealot can use his martyrdom
ability on each creature in his collective once per round,
and he now negates 5 points of redirected hit point
damage per power point spent.
Starting at 17th level, the zealot automatically negates
the first 10 points of damage redirected each time he uses
this ability (to a minimum of 1 point of damage taken),
and negates 6 points of redirected hit point damage per
power point spent.
Commitment (Su): The fervor a zealot ignites in his
allies does not end at the limits of his physical body. As
his allies internalize his beliefs, they increasingly feel
the zealots presence beside them even in the harshest
circumstances. Starting at 3rd level, a zealot can use
the Aid Another action on any member of his collective,
regardless of distance.
Telepathy (Su): When a zealot reaches 3rd level, all
willing members of his collective (including the zealot

19

Path of War Expanded


himself) can communicate with each other telepathically,
even if they do not share a common language. Psionic
creatures who are willing members in a zealots collective
(including the zealot himself) may manifest unknown
powers from powers known by another willing psionic
creature in the collective as if they were making physical
contact.
Echoes of Steel (Su): As a zealot continues to mold the
hearts and minds of those around them, his collective
begins to copy his words and his deeds, working to
advance his cause. At 4th level, this manifests in the
ability to temporarily psychically transfer the zealots
techniques.
When the zealot initiates a maneuver at least one
level below his maximum maneuver level known, he
can spend 1 power point per maneuver level to grant
another member of his collective the ability to initiate
that maneuver one time within 1 minute or until the
zealot chooses to recover the maneuver. This is not
considered an augment and does not count against the
maximum amount of power points the zealot can spend
on the maneuver.
The maneuver becomes a known and readied
maneuver for that ally, using the zealots initiator level
and initiation modifier. After the zealots ally initiates
the maneuver or 1 minute passes, it is expended and the
echo ends. This does not cause the creature to unlearn a
maneuver it knows from other sources.
If the zealot recovers the granted maneuver, this
ability ends immediately and the maneuver is removed
from the ally. This ability does not allow a creature to
have two of the same maneuver readied. The zealot can
only have one echoed maneuver at a time; using this
ability ends any previous use. A creature can only have
an echoed maneuver from one zealot at a time, but a
creature may end any echoed maneuver on them as a
free action (even if it isnt their turn).
At 11th level, the zealot can grant up to two echoed
maneuvers at a time. Any given creature may still only
know one echoed maneuver at one time. Granting
another echoed maneuver while the zealot already
has two maneuvers echoed causes the oldest echoed
maneuver to be expended and removed from the
creature benefiting from it.
Mission (Su): The zealot is defined by his cause.
Zealots might pray for guidance on what mission
to choose, receive orders through dark, mysterious
whispers, decide for themselves after careful analysis,
or simply pursue the task that fate puts before them. At
4th level, the zealot chooses a mission, granting him a

Zealot Active Energy Types


Every psionic character, regardless of whether or not
they can manifest powers, has an active energy type
(cold, electricity, fire, or sonic) that they choose when
they become psionically focused. See Chapter 4 of
Ultimate Psionics for more details.

20

benefit when he is psionically focused and an ability that


can be used by expending his psionic focus.
Starting at 8th level, a zealots mission grants him
the ability to augment his maneuvers by spending
power points (see below for a full list of missions and
their granted abilities). A zealot can spend a maximum
number of power points augmenting a maneuver equal
to one plus one additional power point for every four
initiator levels he possesses (up to a maximum of 6 at
20th level). If the zealot has the ability to augment his
maneuvers in other ways, such as from another class
feature or the maneuver itself, this cannot be combined
with the augments granted by his mission; he must
choose which augmentation type to use when initiating
the maneuver.

Creation
Eternal Rebirth (Su): The zealots psyche resists the
death of those in his collective, giving them a chance
to be reborn after a fatal blow. At 4th level, as long as
the zealot maintains psionic focus, creatures in his
collective that have died within 1 round can still benefit
from healing and remain in the collective for 1 round
(though the zealot must still make a Fortitude save a
normal for a creature in his collective dying). If the dead
creature is healed so that the creatures hit point total is
at a negative amount less than its Constitution score, it
comes back to life and stabilizes at its new hit point total
without leaving the zealots collective. Creatures brought
back to life through this effect gain a temporary negative
level that lasts for 1 day. Creatures slain by death effects
cannot be saved by this effect. In addition, the zealot can
expend his psionic focus as a free action and pay any
amount of power points up to his zealot level to heal a
member of his collective for 4 hit points for every power
point spent; a creature cannot benefit from this ability
more than once per round.
Impossible Epiphany (Su): The zealots strikes draw out
the bounty of the universe, causing existence itself to
bring forth matter to bind and control his foes. At 8th
level, the zealot gains the ability to augment his strikes
in one or more of the following ways:
For every 2 power points the zealot spends, a
10-foot-square wall of ectoplasm that lasts for 1
minute appears within 30 feet of one member of
the zealots collective, using his zealot level as his
manifester level. Creatures benefiting from the
zealots zeal ability can walk through the wall
unimpeded, although the wall still blocks line of
sight and line of effect.
For every 3 power points the zealot spends, he may
temporarily suppress one of the following harmful
conditions affecting a member of his collective
for a number of rounds equal to his initiator
level. This does not end the effect causing the
condition; it just suspends that conditions effect for
the duration. Spells or effects with durations expire
normally, even while suppressed. A spell or effect
with a duration greater than that of the suppression

Path of War Expanded


effect resumes functioning normally when the
suppression ends. The zealot can suppress any
one of the following conditions: blinded, confused,
dazed, dazzled, deafened, fatigued, frightened,
paralyzed, shaken, or sickened.

Destruction
Crushing Blows (Su): By striking at the fundamental
nature of the objects and creatures he wishes to destroy,
the zealot can shatter them as easily as brittle vessels.
At 4th level, as long as the zealot is psionically focused,
his attacks ignore hardness and damage reduction up to
double the intensity of his zeal. In addition, the zealot
can expend his psionic focus as a free action to allow
each member of his collective attacks to ignore hardness
and automatically overcome damage reduction with
their attacks for one round.
Storm of Steel (Su): The zealots attacks strain and
crack the bounds of reality, allowing him to strike once
to cause a whole wave of foes to fall. At 8th level, the
zealot gains the ability to augment his strikes in one or
more of the following ways:
For every power point the zealot spends, this
strike deals an additional 1d8 points of damage of
the zealots active energy type. For every 2d8 he
increases the damage by, the save DC of this strike
increases by +1. If the strike deals damage multiple
times (such as by multiple attacks or a longer
duration than one attack), this additional damage is
only added to the first instance of damage (though
it is dealt to each target in the case of area of effect
strikes).
If the zealot spends power points equal to the
maximum number of power points he can spend to
augment a maneuver (3 at 8th level, 4 at 12th level,
and so on), his strike affects all opponents within
a 15-foot cone or 20-foot line originating from the
zealot. The zealot makes a single attack roll and
compares it to the AC of each creature within the
area. If the strike allows a saving throw, each target
may make one. Only strikes with an initiation
action of 1 standard action may be augmented in
this fashion, and this augment replaces the strikes
normal targets and affected area.

Protection
Living Bastion (Su): When a zealots allies are wounded
from battle, they can find a refuge at his side. At 4th level,
as long as the zealot is psionically focused, his reach
increases by 5 feet. In addition, whenever an ally within
his reach takes hit point damage, the zealot can expend
his psionic focus as a free action (even if it isnt his turn)
to surround the ally with a telekinetic shield which
reduces the damage they take by half (after applying
damage reduction and energy resistance). A creature
can only benefit from this ability once per round.

Unbreakable Fortress (Su): The zealot is a bastion


of defense, every blow he strikes not only harms his
enemies, but it also protects his allies. At 8th level, the
zealot gains the ability to augment his counters in one or
more of the following ways:
The zealot can spend power points to grant each
member of his collective damage reduction/ equal
to the level of the maneuver initiated for one round
per power point spent.
If the zealot spends 1 power point per level of the
maneuver, he can initiate the counter as a free
action instead of an immediate action, even if it
isnt his turn. The zealot may use this augment only
once per round, and he cannot augment a counter
of higher than 6th level with this ability.
Defiance (Su): At 5th level, the zealot learns to
continue supporting his allies while hanging on to his
last breath. The zealot gains Diehard as a bonus feat
(even if he do not meet the prerequisites), and does not
take damage for using the Aid Another action while at
or below 0 hit points. In addition, the zealot does not die
until he reaches negative hit points equal to his zealot
level plus his Constitution score.
Unshakable Will (Su): At 9th level, the zealot is able
to maintain his concentration even after dire setbacks.
The zealot automatically succeed on the Fortitude save
when a member of his collective dies, and automatically
succeeds on Aid Another checks to grant a member of his
collective a bonus to attack rolls or AC.
Stalwart (Ex): Starting at 13th level, a zealot can use
mental and physical resiliency to avoid certain attacks.
If he makes a successful Fortitude or Will saving throw
against an attack that has a reduced effect on a successful
save, he instead avoids the effect entirely. A helpless
zealot does not gain the benefit of the stalwart ability.
Metaphysical Transcendence (Su): At 16th level,
the zealot breaks the limitations between ideals and
existence; as a word lasts beyond the life the one who
spoke it, so the zealot and his allies persist beyond
their own mortality. As long as their visions are still
carried out, the zealot and his collective can not truly
be destroyed. When a member of his collective dies, the
creatures soul merges with his collective for up to one
day per zealot level. During this time, it can be affected
by psionic revivify, raise dead, and similar effects as if it
had died within 1 round, without need for the creatures
corpse. The creature still counts towards the maximum
number of creatures in his collective while merged. If
the zealot dies, the creatures soul departs, killing it.
At 20th level, when the zealot dies, he can choose
to merge with his own collective. While he is merged
with his collective, his collective continues to function
and he can continue to use the Aid Another action, add
creatures to his collective, remove creatures from his
collective, and merge souls with his collective. Only if
all other members of the zealots collective die does the
zealot die.

21

Path of War Expanded


Chapter 2: Archetypes
This section explores archetypes for both martial
disciples and for the core classes from the Pathfinder
Rolplaying Game Core Rulebook and the psionic classes
from Ultimate Psionics. In the first section, we bring you
archetypes for existing martial disciples, and the second
section holds initiating archetypes for other classes.

Archetypes and Class Options


Each alternate class feature presented in an archetype
either replaces or alters one or more specific class
features from the base class.
When an archetype includes multiple alternate class
features, a character must take all of themoften
blocking the character from ever gaining certain
standard class features, but replacing them with other
options. All class features of the base class that arent
mentioned among the alternate class features of an
archetype remain unchanged and are acquired normally
when a character reaches the appropriate level. If an
alternate class feature replaces a base class feature,
the archetype doesnt count as having that base class
feature for the purpose of meeting any requirements or
prerequisites. On the other hand, if an alternate class
feature alters an existing class feature, it is considered to
be the core class feature for the purposes of meeting any
requirements or prerequisites, even if it was renamed.
A character can take more than one archetype, but
none of the alternate class features can replace or alter
the same class feature of the base class.
If a class feature has a series of improvements (such as
a fighters weapon training or a rangers favored enemy),
it can be replaced either entirely or partially. By default,
an alternate class feature replaces the entire original
class feature and all of its improvements. For example, if
a class feature states that it replaces trap sense without
mentioning a specific bonus, it replaces trap sense
entirely.
If an alternate class feature replaces one instance of
a class feature thats part of a series, the next time the
character would gain an improvement to that ability,
the new improvement counts as the lower-level ability
that was replaced by the archetype, and all subsequent
improvements follow suit. For example, if the barbarians
3rd-level trap sense +1 were replaced, the barbarian
would gain trap sense +1 at 6th level, trap sense +2 at 9th
level, and so on.
If an archetype gains a class skill as a result of a new
martial discipline becoming available to them or as
part of an ability that grants a martial discipline, that
archetype is not considered to be incompatible with
other archetypes that alter or replace class skills. An
archetype that otherwise alters the base class skill list
follows the normal archetype compatibility rules.

22

Initiator Archetypes
Each base class in the Pathfinder Roleplaying Game
is designed to be a foundation for a wide array of
characters. Within that basic concept exists the potential
for innumerable variations. Some of these are too close
to existing classes to warrant being full base classes
of their own, yet prove compelling enough to become
archetypessets of alternate class features that can
be easily swapped for those of a given class to help
customize the class focus. This chapter presents new
archetypes or other options for all of the new classes
introduced in this book, as well as for numerous base
classes from other sources.

Archetypes for Martial Disciples


The following classes get these new archetypes.
Harbinger: The crimson countess, omen rider, and
ravenlord archetypes.
Mystic: The aurora soul, gunsmoke mystic and knightchandler archetypes.
Stalker: The brutal slayer and vigilante archetypes.
Warder: The fiendbound marauder and ordained
defender archetypes.
Warlord: The desperado archetype.
Zealot: The discordant crusader and void prophet
archetypes.

Archetypes for Non-Martial Disciples


The following classes get these new archetypes.
Aegis: The aegis does not get any new archetypes, but
instead gets new customizations.
Barbarian: The primal disciple archetype.
Bard: The rubato archetype.
Dread: The nightmare archetype.
Fighter: The myrmidon archetype.
Marksman: The minds eye disciple archetype.
Monk: The monk of the silver fist archetype.
Paladin: The knight disciple archetype.
Ranger: The ambush hunter archetype.
Rogue: The hidden blade archetype.

Path of War Expanded


Harbinger
Crimson Countess (Archetype)
All harbingers draw power from their understanding
of their negative emotions and the tragedies and evil
that afflict all people. Those who become crimson
countesses have a different emphasis: rage. These
harbingers, consumed by wrath, revenge, frustration,
or simple malicious fury, crimson countesses mark
their opponents for bloody vengeance and then wreak
devastation upon them. While not all permit their rage
to consume them, enough do that these blood-splattered
warriors have a dark and dangerous reputation that
follows them wherever they go.
Several of a crimson countess class features depend
on her having Claimed a creature, or affect creatures
she has Claimed. For the purposes of these class features,
only creatures Claimed using her dark claim ability

count; she may not use them with other Claims (such as
the soul hunter stalkers soul claiming class feature).
Crimson Claim (Su): Starting at 1st level, a crimson
countess deals 1d4 damage to each creature Claimed by
her at the start of each of her turns. This damage increases
to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and
5d4 at 18th level. This ability replaces ill tidings.
Sanguine Empowerment (Su): At 2nd level, a crimson
countess develops the ability to gain and store Vitae. The
crimson countess gains 1 point of Vitae whenever she
Claims a creature. At the beginning of each of her turns,
she gains Vitae points equal to the number of creatures
she has Claimed. The maximum amount of Vitae a
crimson countess may have stored is equal to her class
level. A crimson countess Vitae pool resets to 0 after she
has spent 1 minute out of combat.
The crimson countess gains a morale bonus on attack
and damage rolls made as part of a strike or counter
equal to 1/2 her stored Vitae points. These bonuses
increases by +2 when initiating such maneuvers against
a Claimed creatures. In addition, she gains the following
abilities as her Vitae pool grows:
Drain (Su): If the crimson countess has at least 1 Vitae
point stored, she can deal damage equal to her class
level to each creature she has Claimed as a move action.
If she has at least 2 Vitae points stored, she also heals
1d6 hp per creature she has Claimed when she uses this
ability.
Recover (Su): Starting at 6th level, if the crimson
countess has at least 4 Vitae points stored, she can
recover one of her expended boosts or counters as a
move action.
Sacrifice (Su): Starting at 10th level, if the crimson
countess has at least 6 Vitae points stored, she can
activate this ability as an immediate action when she
would be take hit point or ability damage. If she does,
she chooses a creature she has Claimed; that creature
must succeed at a Fortitude save (DC 10 + 1/2 the
crimson countess class level + the crimson countess
initiation modifier) or take the damage instead of the
crimson countess. On a successful save, the creature
takes half the damage (rounded down) and the crimson
countess takes the remainder. A crimson countess may
only use this ability once per encounter.
Sovereignty (Su): Starting at 14th level, if the crimson
countess has at least 8 Vitae points stored, she can activate
this ability as a standard action. Each creature she has
Claimed must succeed at a Fortitude save (DC 10 + 1/2
the crimson countess class level + the crimson countess
initiation modifier) or be teleported to an unoccupied
space of the crimson countess choice within 60 feet of
her. The crimson countess may not teleport Claimed
creatures into spaces that are intrinsically dangerous
(such as those filled with lava, spaces underwater, or
spaces in the air if the creature cannot fly).
Exsanguinate (Su): Starting at 20th level, if the crimson
countess has at least 10 Vitae points stored, she can
activate this ability as a standard action, choosing a
single creature she has Claimed. That creature must

23

Path of War Expanded


succeed at a Fortitude save (DC 10 + 1/2 the crimson
countess class level + the crimson countess initiation
modifier) or die. On a successful save, the target instead
takes 13d6 points of damage. If the target dies from
this ability, the crimson countess heals a number of hit
points equal to 1/2 her normal hp maximum. This ability
is a death effect. A crimson countess may only use this
ability once per encounter.
This ability replaces dark focus.
Grim News (Su): Starting at 3rd level, a crimson
countess can move up to her speed as a swift action
once per encounter. She can use this ability twice per
encounter at 9th level, and three times per encounter at
15th level.
At 9th level, a crimson countess gains the ability to
transform herself and all of her worn and carried items
into a pool of blood with a radius of 5 feet per class level.
She can change into her pool form or revert to her natural
form as a swift action. When the crimson countess
reverts to her natural form, she appear in any space that
her pool form occupied (this is not a teleportation effect;
she re-forms in the chosen space). While in her pool
form, she gains a the following benefits and drawbacks:
The crimson countess and other creatures can share
a space freely. Neither the crimson countess nor these
creatures gain any benefit or suffer ill effects from
sharing the same space.
The crimson countess does not threaten spaces and
cannot make attacks of opportunity.
The crimson countess cannot make melee or ranged
attacks (and thus cannot initiate maneuvers that
require them).
The crimson countess becomes immune to
bludgeoning, piercing, and slashing damage.
The crimson countess gains a climb speed of 10 feet.
The crimson countess does not gain Vitae.
At 15th level, a crimson countess gains the ability to
turn into a bloody mist in addition to her pool form.
While in mist form, she gains all the benefits and
drawbacks of her pool form, except that the mist is a
sphere with a radius equal to that of her blood pool form,
and she gains a fly speed equal to her land speed with
perfect maneuverability. In addition, while transformed,
opponents treat spaces occupied by the crimson countess
pool or mist forms as difficult terrain.
This ability alters and replaces grim news.

Omen Rider (Archetype)


Not all harbingers rely on their own strange and
eerie powers for travel and speed, some attract an
otherworldly companion to bear them on their missions
into the world. These mounts in form resemble equine
creatures of spectral bone and sinew, some wreathed in
manes of ghost-flame with burning hooves and others
more nightmarish beasts. Regardless of their form, these
harbingers are known as omen riders, for where they
ride, calamity follows close behind.

24

Rider of Ill Omens: An omen rider is gifted with


exceptional equestrian knowledge upon taking up this
mantle. At 1st level, she gains Medium Armor Proficiency
and Mounted Combat as bonus feats, even if she does not
meet their prerequisites. In addition, she gains Ride as a
class skill. Finally, an omen rider may trade one of her
available disciplines for the Piercing Thunder discipline.
Spectral Steed (Su): At 1st level, an omen rider gains
the ability to call forth a mount composed of spectral
bone, ghostly plasm, and ghoulish sinew. This beast is
roughly shaped as a heavy horse, sized appropriately for
the harbinger. The omen rider can magically call their
mount to their side as a full-round action a number of
times per day equal to 3 + the omen riders initiation
modifier. When she does, the mount immediately
appears adjacent to the omen rider. The mount can
be dismissed as a move action. A spectral steed has
insubstantial hooves that make no sound and what
seems to be a saddle, bit, and bridle. It does not fight and
cannot attack, but other animals shun it and refuse to
attack it.
The spectral steeds AC is equal to the omen riders,
and it has a number of hit points equal to half her
maximum hit points (minimum 10). In addition, it
gains the benefits of any miss chances, immunities, and
resistances the omen rider has. The spectral steed is not
affected by effects that target an area, nor is it vulnerable
to effects that do not deal hit point damage. The spectral
steed always acts on the omen riders initiative. If it
loses all its hit points, the spectral steed disappears, but
a new one may be summoned if the omen rider desires.
A spectral steed has a base land speed of 40 feet at 1st
level, which increases by 10 feet at 3rd level and every
two levels thereafter (up to a maximum of 100 feet). It
can bear its riders weight and up to 50 pounds of other
equipment, plus another 10 pounds per omen rider level.
The spectral steed gains certain powers according to the
omen riders level. A spectral steeds abilities include
those of mounts of lower levels.
Starting at 3rd level, the omen riders spectral
steed can ride over sandy, muddy, or even swampy
ground without difficulty or decrease in speed.
Starting at 6th level, the omen riders spectral steed
can tread on any liquid as if it were firm ground, as
if it were under the effect of a water walk spell.
At 9th level, the omen riders spectral steed gains
a fly speed equal to its land speed, with average
maneuverability. Its modifier on Fly checks is equal
to the omen riders initiator level + the omen riders
initiation modifier.
Starting at 12th level, the omen rider can conjure
her spectral steed beneath her, summoning it and
mounting it in the same action. In addition, she can
summon her spectral steed as an immediate action.
The omen rider and her spectral steed are so in
tune with each other that they can work as one when
performing maneuvers. Whenever an omen rider
is mounted and uses a maneuver with a movement

Path of War Expanded


component (such as making a charge attack, or taking an
extra move action), the omen rider can have her spectral
steed make the appropriate move action in her place.
Both the omen rider and spectral steed gain any benefits
from the omen riders maneuvers that would normally
apply to the initiator (such as resistances, healing,
temporary hit points, and the effects of counters). If the
maneuver allows the initiator to make a charge attack,
both the spectral steed and omen rider are considered
to be charging.
This ability replaces ill tidings and grim news.
Ethereal Rider (Su): Starting at 5th level, when
moving through battle or charging down a road, the
omen rider and their spectral steed inspire ghostly
legends of riders made of smoke and darkness. When
the omen rider is mounted on their spectral steed, the
omen rider and her mount gain a +2 dodge bonus to their
AC and on Reflex saves. In any round where the spectral
steed moves at least 20 feet, both the omen rider and her
mount gain a 20% miss chance against attacks. Ghost
touch weapons and effects that can affect incorporeal
creatures normally ignore this miss chance.
Starting at 10th level, the determination and tireless
endurance of the spectral mount resonates and becomes
shared to inhuman levels between the omen rider and
itself. The omen riders spectral steed can take the
run action without limit, and does not need to make
Constitution checks to keep running. In addition, when
the omen rider and her steed move at a rull run for
at least ten minutes, both of them become immune to
fatigue and exhaustion until they stop running, at which
point, the mount is immediately dismissed. This ability
replaces elusive shadow.
Reapers Claim (Su): At 8th level, the omen rider is
able to drink deep of the ambrosia of a fallen foe and
strengthen themselves or their steed. Whenever the
omen rider reduces a creature she has Claimed to 0 or
fewer hit points, she and her spectral steed gain a number
of temporary hit points equal to twice that creatures Hit
Dice instead of recovering maneuvers. These temporary
hit points last until the end of the encounter. This ability
replaces ill intentions.
Rumors of War (Ex): This ability functions normally,
even when mounted.

Ravenlord (Archetype)
Everyone reacts to negativity differently, including
harbingers. Ravenlords are a curious but not uncommon
phenomenon amongst those grim warriors; unable
to fully cope with whatever sorrows fuel their power,
ravenlords splinter off a fraction of their soul into a
bird-like servant that contains their sorrow for them.
From then on, the two are inseparable. This bird, this
dark messenger, serves the ravenlord and does his
bidding, but the more the ravenlord pours his own
misery into the dark messenger, the more it acts on that
misery unless the ravenlord is wise or cunning enough
to control it. More than one ravenlord has woken up in

the morning to find his servant slathered in gore that he


cannot account for.
Dark Messenger (Ex): A ravenlord is served by a
raven-like bird, known as his dark messenger. The dark
messenger functions as a bird animal companion (using
the ravenlords level as his effective druid level) with the
following exceptions:
The dark messengers Intelligence score is equal to
the ravenlords. The ravenlord does not need to use
the Handle Animal skill to handle or direct it; it can
act normally for a creature of its intelligence.
The dark messenger always acts on the same
initiative count as the ravenlord.
The ravenlord may communicate telepathically
with his dark messenger provided the two are
within one mile of each other. The dark messenger
always obeys the ravenlords orders to the best of
its ability, and will exercise its own initiative to
promote the ravenlords interests and safety.
When slain, the dark messenger deals 1d6 points of
Constitution damage to the ravenlord, then re-forms
24 hours later, reappearing on its masters shoulder
with full hit points.
The dark messenger does not gain bonus tricks or
the share spells ability.
This ability replaces ill tidings.
Dark Focus (Ex): Both the ravenlord and his dark
messenger gain the benefits of the ravenlords dark
focus class feature, with the exception of the bonus feat
gained at 6th level. This ability otherwise functions as
normal. This ability alters dark focus.
Channel of Woe (Su): At 3rd level, a ravenlords dark
messenger gains the ability to initiate counters and
strikes that the ravenlord has readied (expending them
from the ravenlords readied maneuvers as normal).
The dark messengers initiation modifier is Intelligence,
and its initiator level is equal to the ravenlords initiator
level. Only one of the ravenlord or his dark messenger
can initiate a strike in a single round (that is, if the dark
messenger initiates a strike, the ravenlord may not
initiate a strike until the next round, and vice versa).
When either the ravenlord or his dark messenger
initiates a strike, the other generates a 10-foot-radius
sphere of Gloom for one round. The Gloom is stationary
and grants concealment to the creature that generated it
for as long as that creature is within its area.
Starting at 3rd level, opponents within the Gloom
become cursed and take a 2 penalty on skill checks and
Reflex saves while within its area.
Starting at 9th level, opponents within the Gloom also
take a 4 penalty to their AC and on attack and damage
rolls within its area.
Starting at 15th level, opponents within the Gloom also
take a 2 penalty on Fortitude and Will saves and may
not make attacks of opportunity while within its area.
These effects on opponents within the Gloom are
considered energy drain effects (which means, among

25

Path of War Expanded


other things, that undead and constructs are not subject
to them).
This ability replaces grim news.
Sorrows Shadow (Su): At 4th level, a ravenlords
dark messengers type changes to magical beast and it
gains Toughness as a bonus feat. Do not recalculate its
base attack bonus, hit points (except those granted by
Toughness), saving throws, or skills. In addition, the
dark messenger can change its size once per round as a
free action. At 4th level, it can become Small or Medium
size, at 10th level, up to Large size, and at 16th level, up
to Huge size. The dark messenger cannot use this ability
to become smaller than Small size. The dark messengers
ability scores do not change when it uses this ability. This
ability replaces massacre.
Unwanted Missive (Su): At 11 level, a ravenlord gains
the ability to swap places with his dark messenger once
per encounter as an immediate action. In order to use
this ability, the ravenlord and his dark messenger must
be within long range (400 feet + 40 feet per ravenlord
level) of each other. If the ravenlord uses this ability
in response to one or more attacks or effects targeting
himself or the dark messenger, each becomes the
potential target of such effects targeting the other. For
example, if the ravenlord is targeted with a charge attack,
he can activate this ability to exchange places with his
dark messenger. The dark messenger would then be the
target of the charge attack. This is a teleportation effect,
and if either the ravenlord or his dark messenger are
prevented from teleporting for any reason (such as by a
dimensional anchor spell), the ability fails and its use for
the encounter is expended. At 17th level, the ravenlord
can use this ability twice per encounter. This ability
replaces black omen and rumors of war.
Memories of Loss (Su): Starting at 13th level, the
Gloom generated by a ravenlords channel of woe
class feature lasts for a number of rounds equal to his
ravenlord initiation modifier modifier. Additionally,
opponents within the Gloom become incapable of
benefiting from insight or morale bonuses while within
its area. This ability replaces dark murmur.
Whispers of Atrocity (Su): Both the ravenlord and
his dark messenger gain the benefits of the ravenlords
whispers of atrocity class feature. This ability otherwise
functions as normal. This ability alters whispers of
atrocity.

Mystic
Aurora Soul (Archetype)
Some mystics learn to focus their martial power
differently than others, strengthening their bodies and
passively generating a tangible field of animus around
their body, aiding both their offensive and defensive
capabilities. These mystics are known as aurora souls
so named because this passive field shimmers and
scintillates with colors similar to the lights in the sky in
the far north.

26

Weapon and Armor Proficiency: An aurora soul


is proficient with all simple weapons and with light
armor, but not with shields. When wearing medium
or heavy armor, using a shield, or carrying a medium
or heavy load, an aurora soul loses the benefits of her
mystic combat and defensive aura class features. This
ability replaces the mystics normal weapon and armor
proficiencies.
Maneuvers: The disciplines available to an aurora
soul are Broken Blade, Elemental Flux, Riven Hourglass,
Steel Serpent, Thrashing Dragon, and Veiled Moon. An
aurora soul gains Heal as a class skill. She otherwise
learns, readies, and initiates maneuvers as a standard
mystic. This ability alters maneuvers.
Mystic Combat (Su): An aurora soul learns how to
passively channel animus through her body, increasing
the strength of her bare-handed blows. An aurora souls
unarmed strike is treated as both a manufactured
weapon and a natural weapon for the purpose of spells
and effects that enhance or improve either manufactured
weapons or natural weapons. In addition, she gains the
following benefits:
At 1st level, an aurora soul gains Improved Unarmed
Strike as a bonus feat.
At 3rd level, an aurora soul gains Greater Unarmed
Strike as a bonus feat, even if she does not meet the
prerequisites.
Starting at 7th level, an aurora soul adds her aurora
soul initiation modifier as a bonus on damage rolls
with unarmed strikes, and her unarmed strikes
are treated as magic weapons for the purpose of
overcoming damage reduction.
Starting at 12th level, an aurora soul adds her
aurora soul initiation modifier as an insight bonus
to combat maneuver checks and to her combat
maneuver defense when fighting unarmed.
Starting at 17th level, an aurora soul adds her
aurora soul initiation modifier as an insight bonus
on critical confirmation rolls made with unarmed
strikes.
This ability replaces bonus feats.
Defensive Aura (Su): Starting at 2nd level, an aurora
souls animus creates a shimmering shield around her
body, warding off blows and pulsing with scintillating
colors. Whenever the aurora soul has at least one point
of animus in her animus pool, she adds her aurora soul
initiation modifier to her AC. This bonus to AC applies
even against touch attacks or when the aurora soul is
flat-footed. Note that the aurora souls defensive aura
comes into being at the start of her first turn in a combat
(at the same time as her animus pool); she does not gain
this against attacks made before she acts. The defensive
aura dissipates after combat, at the same time the aurora
souls animus pool does. This ability replaces mystic
artifice.

Path of War Expanded


Gunsmoke Mystic (Archetype)
There are some mystics that have become entranced by
the sharp crack of gunfire and the smell of black powder.
These mystics seek to incorporate firearms into their
fighting style and infuse their powers into their weapon.
Weapon and Armor Proficiency: A gunsmoke mystic
is proficient with all simple weapons and with firearms.
She is also proficient with light armor and bucklers. This
ability replaces the mystics standard weapon and armor
proficiencies
Maneuvers: The disciplines available to a gunsmoke
mystic are Elemental Flux, Riven Hourglass, Shattered
Mirror, Solar Wind, Tempest Gale, and Veiled Moon.
In addition, she always treats firearms as discipline
weapons for the disciplines available to her as a
gunsmoke mystic. A gunsmoke mystic gains Sleight of
Hand as a class skill. She otherwise learns, readies, and
initiates maneuvers as a standard mystic. This ability
alters maneuvers.
Magical Gunsmith: At 1st level, a gunsmoke mystic
gains her choice of a musket or a pistol. Her starting
weapon is battered, and only she knows how to use it
properly. All other creatures treat her gun as if it had the
broken condition. If the weapon already has the broken
condition, it does not work at all for anyone else trying
to use it. This starting weapon can only be sold for scrap
(its worth 4d10 gp when sold). The gunsmoke mystic
also gains Gunsmithing as a bonus feat, and can upgrade
this gun to masterwork quality for 300gp and one day of
work, as if she were a gunslinger.
Animus Ammunition (Su): At 1st level, a gunsmoke
mystic learns how to form her animus into ammunition
for a firearm. As a free action that does not provoke
attacks of opportunity, the gunsmoke mystic can spend
one point of animus per piece of ammunition created
to reload an empty firearm on her person, filling the
gun with with semi-real bullets or pellets and powder.
These bullets or pellets are treated as mundane steel
with no special abilities or properties, and after one of
these bullets or pellets are used for an attack, it vanishes.
However, due to the ephemeral nature of these pieces of
ammunition, the gunsmoke mystic reduces the misfire
value of the firearm by 1 (to a minimum of 1) while
making attacks with her semi-real bullets. Firearms with
multiple barrels or chambers (such as with a pepperbox
or a revolver) must spend one animus per barrel or
chamber being loaded (the gunsmoke mystic does not
have to load a firearm to full capacity if she chooses).
The gunsmoke mystic does not need to have a free hand
to reload her firearms, she only needs to be touching the
firearm to do so.
If the firearm loaded with this ammunition has
magical properties, these properties are bestowed upon
the ammunition as normal.
The Way of the Gun: Gunsmoke mystics form a strong
bond with their firearms, perfecting various methods of
channeling animus through their shots.

Animus Flush (Su): Starting at 1st level, a gunsmoke


mystic can use her animus to flush out her firearm
after a misfire. As a move action, she can spend one
point of animus to remove the broken condition
from a single firearm she is currently wielding. This
ability can only repair a firearm that gained the
broken condition as a result of a firearm misfire;
if the gun was otherwise damaged, it does nothing.
Gun-fu (Ex): Starting at 2nd level, a gunsmoke
mystic can use the butt or handle of her firearm
as a light melee weapon (regardless of what sort of
firearm it is). One-handed firearms deal 1d6 points
of damage (1d4 if wielded by a Small creature), and
two-handed firearms deal 1d10 points of damage
(1d8 if wielded by a Small creature). Regardless of
the gunsmoke mystics size, she threatens a critical
hit on a natural roll of 20 and deals double damage
on a successful critical hit.
While wielding a firearm, the gunsmoke mystic
threatens adjacent squares as normal for a melee
weapon, and can use the butt or handle of her
firearm to make attacks of opportunity. The
gunsmoke mystic can attack with the gun in melee
or fire it at range interchangeably, even within the
same full-attack action (although she still provokes
attacks of opportunity if she makes ranged attacks
while threatened). In addition, if the firearm she
wields has an enhancement bonus, that bonus
applies to her melee attacks with the firearm.
Animus-Charged Bullets (Su): Starting at 3rd level, a
gunsmoke mystic may spend one point of animus as
a free action to add her gunsmoke mystic initiation
modifier to damage rolls with firearms for one
round. The gunsmoke mystic can only use this
ability once per round.
Focused Aim (Su): Starting at 7th level, a gunsmoke
mystic can take a move action to increase the
accuracy of a firearm. After doing so, that firearms
range increment increases by 20 feet for her next
attack with it. This ability stacks with all other
bonuses to the firearms range increment.
Ricochet Shot (Su): Starting at 12th level, when
initiating a ranged strike with a single target, the
gunsmoke mystic may spend a number of points of
animus equal to the level of that strike to target an
additional enemy within 20 feet of the initial target.
If she does so, she effectively initiates the strike
twice, once against each target. The gunsmoke
mystic can only use this ability once per round.
Martial Reloading (Su): Starting at 17th level,
whenever the gunsmoke mystic initiates a maneuver
with her firearm, she may freely reload the shots
used as part of that maneuver as if she had used
the animus ammunition class feature, at no animus
cost to her.
This ability replaces bonus feats.
Flowing Movements (Ex): Gunsmoke mystics know
that true perfection comes from perfect practice. They

27

Path of War Expanded


train incessantly, mastering their movements to the
point that they seemingly draw, fire, and reload their
weapons on pure instinct. At 1st level, a gunsmoke
mystic gains Rapid Reload as a bonus feat, even if she
does not meet the prerequisites, and applies that feat to
any firearm she wields. At 5th level, a gunsmoke mystic
can reload a two-handed firearm as if it were a onehanded firearm, and a one-handed firearm as if it were
a hand or light crossbow. At 9th level, a gunsmoke mystic
no longer provokes attacks of opportunity when firing
or reloading her firearm. This ability replaces withstand
spell and quell magic.

Knight-chandler (Archetype)
Like all mystics, those who become knight-chandlers
are warriors who utilize discipline and enlightenment
to shape powerful and unstable magical energies
within them. What sets these warriors apart from other
mystics, however, is the fierce hope that burns within
their souls. Knight-chandlers are marked by indomitable
hope, intense loyalty, deep compassion, and a concern
for others that shapes their worldview and actions.
They transform the arcane energies within themselves
into something that illuminates the world with their
unrelenting passion and hope. The light they wield
shelters those they call friends and familyand burns
those that would threaten the ones they love.
Alignment: Any non-evil. Knight-chandlers are
defined by their concern for others, passionate
friendship, and unquenchable hope.
Soul Candle (Su): At 1st level, a knight-chandler creates
a flickering ball of energy formed from a combination
of arcane power and her own soulstuff, known as her
candle. The knight-chandlers candle is a fist-sized mote
of light that normally hovers in the knight-chandlers
space, and has the following properties:
The candle is not a creature or an object and is not
subject to attacks of any kind.
The candle sheds bright light out to a distance
of 5 feet per point of illumination the knightchandler has in her illumination pool (see below),
and normal light for an equal distance beyond that.
Once per round as a free action, the knight-chandler
can will her candle to move up to her speed. The
candles movement is not inhibited in any way
by difficult terrain or environmental conditions,
although it cannot move through solid objects. The
candle remains within one mile of its creator at all
times; the knight-chandler may not move the candle
beyond that radius, and if she attempts to move
further than one mile from her candle, it floats
along gently at the limit of its range. If the knightchandler moves outside this range faster than the
candle can follow (for example, by teleportation),
the candle appears one round later in a random
space precisely one mile from the knight-chandler.
If the candle is in the knight-chandlers space, she
can instruct it to move with her; it moves when

28

she does, remaining in her space until directed


elsewhere. In addition, the knight-chandler may
include her candle in teleportation effects that
affect her. If she does so, it arrives in the same space
she does.
As a swift action, the knight-chandler may summon
her candle to her space from wherever it is.
Allies within 15 feet of the candle gain resistance
to the knight-chandlers active elements associated
energy type equal to the number of points in
the knight-chandlers illumination pool, up to a
maximum of the knight-chandlers class level plus
her knight-chandler initiation modifier.
Unlike other supernatural abilities, a knight-chandlers
candle is not completely suppressed when it or the
knight-chandler is within an antimagic field or similar
effect. If the knight-chandler or her candle enters the
area of such an effect, the candle immediately dims,
shedding normal light with a radius of 5 feet, rather
than its bright light. It loses all other abilities (including
those gained through other class features) except for the
knight-chandlers ability to direct it to move once per
round as a free action. The candle regains its full power
once both it and the knight-chandler remove themselves
from the area of effect suppressing the ability.
Illumination (Su): Unlike a normal mystic, a knightchandler tempers her inner animus into an energy
called illumination, fueling her candle and its effects.
Outside combat, a knight-chandler has one point of
illumination in her illumination pool; she may not gain
additional points of illumination outside of combat.
When a knight-chandler enters combat, she adds one
point of illumination to her illumination pool at the start
of her first turn, and one more point of illumination
to her illumination pool at the start of each turn
thereafter. In addition, a knight-chandler gains one
point of illumination whenever she initiates a boost, and
she can focus her power as a swift action to add two
points of illumination to her pool. A knight-chandlers
illumination pool persists for one minute after the last
enemy combatant is defeated or the encounter otherwise
ends, after which it drops back down to one point.
In addition, the knight-chandler gains Tap Animus as
a bonus feat, even if she does not meet the prerequisites.
Her levels in knight-chandler count as arcane spellcaster
levels for the purposes of qualifying for prerequisites
(such as those of item creation feats or the Arcane Strike
feat), and if a knight-chandler ever develops arcane
spellcasting from another class, she may add her knightchandler level to her levels in that class to determine
her overall caster level for the purposes of item creation
feats.
A knight-chandlers inner illumination manifests in
both her candle and a powerful enhancement of her
body and soul:
Starting at 1st level, a knight-chandler can empower
her attacks with a brilliant luminescence. Whenever

Path of War Expanded

the knight-chandler hits a creature with an attack,


she can choose to have her target become outlined
as if by a faerie fire spell, with a caster level equal
to the knight-chandlers initiator level. Successive
uses of this ability against the same creature do not
stack; instead, they extend the duration.
Starting at 4th level, a knight-chandler deals
additional damage equal to her initiator level on
any attack she makes as part of a strike against an
opponent that threatens one of her allies other than
herself.
Starting at 9th level, when a knight-chandler hits
a creature outlined by her illumination with an
attack, she can choose to snuff out the light affecting
that creature to heal herself for a number of hit
points equal to 1/2 the damage dealt by her attack.
Activating this ability is a free action that can be
taken even if it isnt the knight-chandlers turn,
although it can only be used once per round. The
knight-chandler cannot heal more damage than her
targets maximum hit points with this ability.
Starting at 17th level, the knight-chandler can
perceive the surroundings of her candle as if she
herself were there. She can treat the candles space
as her own for the purposes of determining line of
sight, making Perception checks, or the range of any
special senses she possesses (such as blindsense). In
addition, once per encounter, the knight-chandler
can teleport to her candle as a standard action. The
knight-chandler does not require line of effect to
use this ability, although if her candles space is
occupied by another creature, she is shunted to the
nearest unoccupied space. This is a teleportation
effect.

melee and ranged attacks, up to a maximum amount


equal to her class level.
Affected allies gain the ability to move 5 feet
as a swift action without provoking attacks of
opportunity.
Affected allies gain the ability to tap into the candles
energy as a swift action, gaining temporary hit
points equal to the knight-chandlers illumination,
up to a maximum number of temporary hit points
equal to her class level. These temporary hit points
do not stack with themselves, and last for up to 1
minute.
Lantern Effects
Affected allies gain the ability to teleport to an
unoccupied space adjacent to the knight-chandler
as a move action. If there is no such space available,
the ally does not spend their move action and
does not teleport, instead getting a sense of being
impeded. The knight-chandler cannot benefit from
this effect when it is projected from her own candle.
Affected allies gain immunity to death effects, and
gain a bonus on saving throws against psi-like
abilities, psionic powers, spell-like abilities, spells,

This ability replaces animus.


Candle Magic (Su): The bright energy that the knightchandlers candle releases is more than mere light; it is
her raw power, infused with her loyalty and devotion.
As her illumination builds, the knight-chandler can
shape this energy into various effects.
At 3rd level, the knight-chandler can project a votive
effect from her candle. At 8th level, she can also project a
lantern effect from her candle. Finally, at 15th level, the
knight-chandler can also project a bonfire effect from
her candle.
The knight-chandler may change which effects
her candle projects as a swift action, though she
can never project more than one effect of the
same type at a time. All allies within 15
feet of the knight-chandlers candle gain
the benefits of the projected effect.
Votive Effects
Affected allies gain a morale bonus to saving throws
against mind-affecting abilities equal to the knightchandlers illumination, up to a maximum bonus
equal to her knight-chandler initiation modifier.
Affected allies add energy damage of the knightchandlers active elements associated energy type
equal to the knight-chandlers illumination to their

29

Path of War Expanded


and supernatural abilities of undead creatures
equal to the knight-chandlers illumination, to a
maximum bonus equal to the knight-chandlers
initiation modifier.
Affected allies gain a bonus on caster level checks,
manifester level checks, and skill checks equal
to the knight-chandlers illumination, up to a
maximum bonus equal to her knight-chandler
initiation modifier.
Affected allies gain a deflection bonus to their
AC equal to the knight-chandlers illumination, to
a maximum bonus equal to her knight-chandler
initiation modifier.
Bonfire Effects
Affected allies gain fast healing equal to the knightchandlers illumination, to a maximum amount
equal to her class level.
Whenever an affected ally recovers one or more
maneuvers, that ally heals up to 2 points of ability
damage to a single ability score of their choice. If
an ally does not have maneuvers or does not wish
to recover maneuvers, they can activate this ability
as a standard action.
Affected allies gain the ability to move up to twice
their speed as a swift action without provoking
attacks of opportunity.
If an affected ally would be reduced to 0 or fewer
hit points, that ally can trigger the candles power
as an immediate action. If they do, that ally is
immediately restored to 1/2 their maximum
hit point total, and all of the following adverse
conditions affecting that ally (if any) immediately
end: ability damage, blinded, confused, dazed,
dazzled, deafened, diseased, exhausted, fatigued,
feebleminded, insanity, nauseated, poisoned,
sickened, and stunned. The damage that would
have reduced the ally to 0 or fewer hit points is
negated. Triggering the candles power in this
fashion is draining to the knight-chandler; doing so
reduces the knight-chandlers illumination pool to
one point (even if her minimum is normally higher)
and renders her incapable of projecting bonfire
effects for the remainder of the encounter.
This ability replaces elemental glyph.
Share the Light (Su): Starting at 9th level, the knightchandler can share the fierce light that wells up from
deep within her soul, bestowing it upon her allies. As a
swift action, she can select an ally within 15 feet. That ally
chooses a single boost or counter that the knight-chandler
has readied and unexpended. Until the beginning of the
knight-chandlers next turn, that ally can initiate that
maneuver as if they had readied it normally, using the
knight-chandlers initiator level or their own, whichever
is higher. If the ally chooses to initiate the maneuver, the
knight-chandler expends that boost or counter (even if it
isnt currently granted to her; if it wasnt granted to her,
treat it as though it had been granted, then expended).
This ability replaces quell magic.

30

Eternal Candle (Su): At 20th level, the knight-chandler


transcends to something more than mortal, her fierce
soul transforms her body with its overflowing light. Her
type changes to Outsider, and she gains the Native and
Good subtypes. In addition, she ceases aging, and her
minimum illumination becomes equal to her knightchandler initiation modifier; increasing as normal
during combat and resetting to her new minimum after
spending one minute outside combat. Finally, the knightchandler gains the ability to initiate two boosts with
the same swift action, expending each as normal. This
ability replaces glyph mastery.
Ex-Knight-Chandlers: A knight-chandler who
becomes of evil alignment finds themselves deprived
of the hopeful, valorous worldview that shapes their
unique power. Such characters may not advance further
as knight-chandlers until such a time as they cease being
of evil alignment, though they do not lose access to their
class features. Even an evil knight-chandler remembers
her former loyalty and compassion, and by focusing on
these memories, she can still summon a candle and use
her candle magic.

Path of War Expanded


Stalker
Brutal Slayer (Archetype)
Where other stalkers use grace and finesse, the brutal
slayer relies on strength and fury. Wielding heavy, two
handed weapons with blinding speed, the brutal slayer
is a terrifying predator of the night.
Maneuvers: A brutal slayer loses access to the
Thrashing Dragon discipline and adds Black Seraph and
Primal Fury to his list of available disciplines. He gains
Survival as a class skill, and otherwise learns, readies,
and initiates maneuvers as a standard stalker. This
ability alters maneuvers.
Maneuvers Readied: Instead of recovering maneuvers
like a standard stalker a brutal slayer uses his ki to
reinforce his body as a full-round action. When he does
so, he recovers a number of expended maneuvers equal
to his brutal slayer initiation modifier (minimum 2) and
gains temporary hit points equal to twice his initiator
level and damage reduction/ equal to his brutal slayer
initiation modifier (minimum 0). These temporary hit
points and damage reduction last for one round, and
stack with any other sources of temporary hit points or
damage reduction he may have. In addition, the next
strike he initiates this encounter deals additional bleed
damage equal to his brutal stalker initiation modifier.
The target continues to bleed until the bleeding is
stopped via magical healing or a successful DC 15 Heal
check. Alternately, the brutal slayer can take a moment
to realign himself and recover a single maneuver as a
standard action. This ability alters maneuvers readied.
Brutal Strikes (Ex): Starting at 1st level, whenever a
brutal slayer confirms a critical hit against a creature,
he gains a +4 profane bonus to Strength for a number
of rounds equal to his brutal slayer initiation modifier.
This bonus increases to +6 at 8th level and to +8 at 16th
level. This ability replaces deadly strikes.
Stalker Arts (Ex or Su): Whenever a brutal slayer
gains a new stalker art, he may choose from the
following list in addition to the standard stalkers stalker
arts. This ability alters stalker arts, but does not cause
the brutal slayer archetype to be incompatible with
other archetypes that alter the stalker arts class feature.
Brutal Ambush (Ex): Whenever the brutal slayer
attacks a flat-footed opponent, he increases his Strength
while making that attack as if he had activated his brutal
strikes ability. This benefit ends after his attack resolves.
Brutal Assault (Ex): As a swift action, the brutal slayer
can spend a point of ki and target a single creature he
can see. He gains the benefit of his brutal strikes ability
when making attacks against that creature for a number
of rounds equal to his initiation modifier.
Furious Strikes (Ex): The Strength bonus granted by
the brutal slayers brutal strikes ability increases by +2.
In addition, he treats his class level as his base attack
bonus for the purposes of qualifying for critical feats. If
the brutal slayer possesses fighter levels, he also adds his

brutal slayer level to his fighter level for the purposes of


qualifying for critical feats.
Cruel Strike (Ex): When the brutal slayer hits with
a melee attack while under the effect of his brutal
strikes ability, he can reduce the damage he deals by
1/4 (rounded down) to sicken the target for a number of
rounds equal to his brutal slayer initiation modifier.
Armor of Scars (Ex): The brutal slayer takes as well as
he gives, becoming protected by the scars of wounds he
has already survived. At 1st level, a brutal slayer gains
a +1 bonus to his natural armor bonus to AC. (this stacks
with his existing natural armor bonus, if any) At 4th level
and every four levels thereafter, this bonus increases by
+1. In addition, the brutal slayers instincts enable him to
better dodge incoming blows; whenever he spends a fullround action to recover maneuvers, he gains a dodge
bonus to AC equal to his brutal slayer initiation modifier.
This ability replaces dodge bonus.
Muscle Memory (Ex): The muscles of a brutal slayer
are honed to deadly efficiency, just like his blades.
Starting at 2nd level, a brutal slayer may add 1/2 his
Strength modifier to his AC and to Reflex saves instead of
his Dexterity modifier. At 6th level, the brutal slayer may
add his full Strength modifier instead of his Dexterity
modifier, rather than 1/2. The brutal slayers Strength
bonus to his AC is still limited by his armors maximum
Dexterity bonus.

Vigilante (Archetype)
Vigilantes are warriors who use fear and darkness
to their advantage. They rely on keen insight and
inspiration to aid them where others would seek to use
magic or the supernatural.
Class Skills: A vigilante gains Knowledge
(dungeoneering), Knowledge (history), Knowledge
(geography), Knowledge (nobility), and Sleight of Hand
as class skills.
Maneuvers: A vigilante loses access to the Solar
Wind and Veiled Moon disciplines and adds Primal Fury,
Scarlet Throne, and Tempest gale to his list of available
disciplines. His initiation modifier is Intelligence, and
any stalker class features that previously used his
Wisdom modifier now use his Intelligence modifier. He
otherwise learns, readies, and initiates maneuvers as a
standard stalker. This ability alters maneuvers.
Maneuvers Readied: Instead of recovering
maneuvers like a standard stalker, a vigilante must open
his mind to the flow of battle and the inherent patterns
therein as a full-round action. When he does so, he
recovers a number of expended maneuvers equal to
his vigilante initiation modifier (minimum 2), gains a +4
insight bonus to his AC for one round and can move up
to to his speed during the action, provoking attacks of
opportunity as normal. In addition, the next attack he
makes this encounter adds his sneak attack damage if it
hits, regardless of whether or not the target his flanked
or flat-footed. Alternately, the vigilante can center his

31

Path of War Expanded


awareness and recover a single maneuver as a standard
action. This ability alters maneuvers readied.
Inspiration (Ex): A vigilante relies on his insight to
aid him in his mission, using his cunning to augment
skill checks and ability checks. The vigilante has an
inspiration pool equal to 1/2 his class level + his vigilante
initiation modifier (minimum 1). A vigilantes inspiration
pool refreshes each day, typically after he gets a restful
nights sleep. As a free action, he can expend one use of
inspiration from his pool to add 1d6 to the result of that
check, including any on which he takes 10 or 20. This
choice is made after the check is rolled and before the
results are revealed. A vigilante can only use inspiration
once per check or roll. The vigilante can use inspiration
on any Knowledge, Perception, or Sense Motive skill
checks without expending a use of inspiration, provided
hes trained in the skill.
Inspiration can also be used on attack rolls and saving
throws, although it costs two points of inspiration rather
than one. Using inspiration while making a saving throw
is an immediate action, rather than a free action. This
ability replaces ki pool.
Trapfinding (Ex): A vigilante adds 1/2 his level as a
bonus on Perception checks to locate traps and to Disable
Device checks (minimum 1). A vigilante can use Disable
Device to disarm magical traps.
Sneak Attack (Ex): If a vigilante can catch an opponent
when he is unable to defend himself effectively from
the vigilantes attack, he can strike a vital spot for extra
damage.
The vigilantes attack deals extra damage any time his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the vigilante flanks his target. This extra damage is 1d6
at 1st level, and increases by 1d6 every three vigilante
levels thereafter (2d6 at 4th level, 3d6 at 7th level, and
so on). Ranged attacks can count as sneak attacks only
if the target is within 30 feet. This additional damage is
precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as
a sap, unarmed strike, or whip), a vigilante can make
a sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attacknot
even with the usual 4 penalty.
The vigilante must be able to see the target well enough
to pick out a vital spot and must be able to reach such
a spot. A vigilante cannot sneak attack while striking a
creature with total concealment.
This ability replaces deadly strike.
Stalker Arts (Ex or Su): Instead of selecting a stalker
art at the appropriate level, a vigilante can select an
investigator talent instead, treating his stalker level
as his effective investigator level. He must meet the
prerequisites for this investigator talent as normal.
The vigilante cannot select investigator talents which
augment alchemy, nor can he select stalker arts which
require a ki pool to function. Any investigator talent

32

which augments studied strike instead affects the


vigilantes sneak attacks. This ability alters stalker
arts, but does not cause the vigilante archetype to be
incompatible with other archetypes that alter the stalker
arts class feature.
Inspired Vengeance (Ex): At 20th level, a vigilante
has mastered inspiration to such an extent that he
instinctively places his attacks in near-perfect paths. The
vigilante can use inspiration on any attack roll he makes
without spending any points from his pool. In addition,
the vigilante can spend one point of inspiration once
per round as a free action to to add 1d6 the save DC of a
maneuver he initiates. This ability replaces retributive
ki.

Warder
Fiendbound Marauder (Archetype)
Through direct purpose or trick of fate, some warders
find themselves directly infused with a dark power that
is theirs to wield. Manifesting itself as a spectral weapon
of otherworldly malice, these warders strike out with a
grim purpose to use their powers to defend their flock or to conquer anothers.
Maneuvers: A fiendbound marauder loses access to
the Golden Lion and Iron Tortoise disciplines and adds
Black Seraph, Cursed Razor, and Eternal Guardian to
her list of available disciplines. She gains Intimidate
and Spellcraft as class skills. She otherwise learns,
readies, and initiates maneuvers as a standard warder.
In addition, the fiendbound marauders fiends grip is
considered a discipline weapon for the Black Seraph and
Cursed Razor disciplines. This ability alters maneuvers.
Fiends Grip (Su): The signature feature of fiendbound
marauders is the ability to manifest an oversized, spiny
spectral claw, often wrapped in barbed chains. To
manifest her fiends grip, a warder must be wearing
gauntlets or spiked gauntlets, which act as a focus for
the weapon to come into the world. The warder can
manifest up to one fiends grip for each gauntleted hand
she has. Manifesting a fiends grip is a move action, and
dismissing one is a free action.
A fiends grip is a light weapon that deals 1d8 points
of bludgeoning or slashing damage (for a Medium-sized
wielder). It threatens a critical hit on a natural roll of
20 and deals double damage on a successful critical
hit. A fiends grip has the grapple and reach weapon
properties, and the fiendbound marauder gains the
grab universal monster ability for attacks made with
her fiends grip. Unlike a normal reach weapon, the
fiendbound marauder can be used against adjacent
foes. In addition, the fiendbound marauder can apply
her full Strength bonus on damage rolls with her fiends
grip, even if wielding it in her off hand. A fiends grip is
treated as a spiked gauntlet for the purposes of Weapon
Focus, being discipline weapon for a discipline, or other
feats and abilities. A fiendbound marauder is always
proficient in her fiends grip.

Path of War Expanded


A fiends grip is treated as both a manufactured weapon
and a natural weapon for the purpose of spells and
effects that enhance or improve either manufactured
weapons or natural weapons. It is also considered a
magic weapon for the purpose of overcoming damage
reduction, affecting incorporeal creatures, and similar
effects.
When attacking with her fiends grip, the fiendbound
marauder may apply any magical properties and
enhancement bonus of the gauntlet or spiked gauntlet
that fiends grip used as a focus to her attacks. She can
also treat a fiends grip as being made of the special
material of the gauntlet or spiked gauntlet used as a
focus. For example, a fiendbound marauder wearing
a +1 flaming gauntlet and a +2 adamantine defending
gauntlet would grow a +1 flaming fiends grip and a +2
adamantine defending fiends grip.
As a supernatural ability, manifesting a fiends grip
does not provoke attacks of opportunities. A fiends grip
cannot be counterspelled or dispelled, although it winks
out while within an antimagic field or similar effect. If
a fiends grip is sundered or disarmed, the spectral
weapon disappears, and may be manifested again on
the fiendbound marauders next turn (although if the
gauntlet it was using as a focus is sundered or otherwise
removed, the fiends grip cannot be recalled until the
fiendbound marauder has a new gauntlet).
This ability replaces aegis and clad in steel.
The Dark Mark (Su): A fiendbound marauders
armigers mark is tainted by his eldritch power, causing
marked creatures to also become cursed for the duration
of the mark. The mark is now a supernatural ability, but
otherwise functions as the armigers mark class feature.
The fiendbound marauder can use feats and abilities
that require or alter the armigers mark class feature as
normal. This ability alters armigers mark.
Canny Pugilist (Ex): A fiendbound marauders
monstrous fiends grip is as much a part of her body as
it is her mind, allowing her to use it to great advantage.
Starting at 4th level, the fiendbound marauder adds
her fiendbound marauder initiation modifier as a
competence bonus on combat maneuver checks made
with her fiends grip. This ability replaces tactical
acumen.
Improved Fiends Grip (Su): Starting at 5th level,
the fiendbound marauders fiends grip can strike
incorporeal creatures as if it possessed the ghost touch
weapon special ability. In addition, the fiends grip can
be manifested as a free action, rather than a move action.
At 11th level, the fiendbound marauders fiends grips
critical multiplier increases to x3. This ability replaces
extended defense at 5th and 11th levels.
Fiendish Empowerment (Su): At 8th level, the
fiendbound marauders fiends grip infects his armor,
causing it to grow cruel spikes and blades when her
weapon manifests. While her fiends grip is manifested,
the fiendbound marauders armor grows +1 ghost touch
armor spikes that deal piercing and slashing damage. If
the armor already had spikes, they grow crueler, dealing

damage as if the fiendbound marauder was one size


category larger, dealing piercing and slashing damage,
and using the enhancement bonus granted by this
ability or their original enhancement bonus, whichever
is higher, and gaining the benefits of the ghost touch
weapon special ability. In addition, the fiendbound
marauder gains resistance 10 to two of the following
energy types: acid, cold, electricity, or fire. At 14th level,
the enhancement bonus of these armor spikes increases
to +2, and the fiendbound marauder gains resistance 10
to a third energy type from the above list. At 17th level,
the enhancement bonus of these armor spikes increases
to +3, and the energy resistances granted by this ability
increase to 20.
If the fiendbound marauder is not wearing armor, she
can still manifest her armor spikes and gain the energy
resistances granted by this ability while wielding a
fiends grip if she so chooses. If she does so, the spikes
grow out of her clothing or skin, as appropriate.
This ability replaces extended defense at 8th, 14th, and
17th levels.

Ordained Defender (Archetype)


Some warders find their training amongst the clergy,
raised and trained to be the defenders of their faiths and
martial arm of their gods. Ordained defenders are found
in almost any faith, as men and women of conviction
and valor are universal in their moralities. Shining
champions or wicked blackguards, these warders are
the shields of their religions and the smiting hammers to
those they view as heretics.
Class Skills: Instead of the rigorous tactical training
that most warders undergo, ordained defenders
undergo a process of dogmatic indoctrination that lends
them to more introspective pursuits, meditating on the
nature of their faith and their role in their deitys plan.
An ordained defender gains Knowledge (religion) as a
class skill and loses Knowledge (nobility) as a class skill.
Maneuvers: A good-aligned ordained defender adds
Silver Crane to her list of available disciplines, an evilaligned ordained defender adds Black Seraph to her list
of available disciplines, and an ordained defender who is
neither good nor evil adds Eternal Guardian to her list of
available disciplines. If the ordained defender does not
have this disciplines associated skill as a class skill, she
gains it as a class skill. Her initiation modifier is Wisdom,
and any warder class features that previously used her
Intelligence modifier now use her Wisdom modifier. She
otherwise learns, readies, and initiates maneuvers as a
standard warder. This ability alters maneuvers.
Aura (Ex): An ordained defender who worships a
chaotic, evil, good, or lawful deity has a particularly
powerful aura (as a cleric) corresponding to the deitys
alignment (see the detect evil spell for details).
Divine Gift (Su): At 3rd level, an ordained defender
receives supernatural empowerment from her deity in
the form of a divine gift. She receives her choice of one
inquisitor inquisition or warpriest blessing. She must be
of the correct alignment to choose an alignment-based

33

Path of War Expanded


blessing. For determining the abilities gained from an
inquisition, the ordained defenders effective inqusitor
level is equal to her ordained defender level 2.
If the ordained defender chooses a blessing, the
blessing grants a minor power at 3rd level and a major
power at 13th level. An ordained defender can call upon
the power of her blessings a number of times per day, in
any combination, equal to 3 + 1/2 her ordained defender
level (rounded down). Each time she uses a blessing, it
counts against her daily limit. The save DC (if any) for
these blessings is 10 + 1/2 the ordained defenders class
level + the ordained defenders initiation modifier.
If an ordained defender also has levels in a class
that grants cleric domains, the blessings chosen must
match the domains selected by that class. With the
GMs permission, an ordained defender can change her
former blessings or domains to make them conform.
This ability replaces the bonus feats gained at 3rd and
13th levels.

Warlord
Desperado (Archetype)
Some warlords take to the way of the gun, and find that
their daring personalities and devil-may-care attitude to
danger is well suited to the black smoke and thunderous
crack of the gunfight.
Weapon and Armor Proficiencies: The desperado is
proficient with with simple and martial weapons, and
with firearms. They are proficient with light armor and
with bucklers. This ability alters the warlords weapon
and armor proficiencies.
Trick Shot Training (Ex): A desperado adds Tempest
Gale to his list of available disciplines and gains Sleight
of Hand as a class skill.
Gunfighter (Ex): At 1st level, a desperado gains his
choice of a blunderbuss, musket, or pistol. His starting
weapon is battered, and only he knows how to use it
properly. All other creatures treat his gun as if it had the
broken condition. If the weapon already has the broken
condition, it does not work at all for anyone else trying
to use it. This starting weapon can only be sold for scrap
(its worth 4d10 gp when sold). The desperado also gains
Gunsmithing as a bonus feat, and can upgrade this gun
to masterwork quality for 300gp and one day of work, as
if he were a gunslinger. In addition, he gains Amatuer
Gunslinger as a bonus feat. He uses his desperado
initiation modifier instead of his Wisdom modifier to
determine the maximum amount of grit points he can
have. This ability replaces the bonus feat gained at 1st
level.
Fan the Hammer (Ex): A desperados hands are
lightning-quick, and he seemingly seemingly draws,
fires, and reloads his weapons on pure instinct. At
2nd level, a desperado gains Rapid Reload as a bonus
feat, even if he does not meet the prerequisites, and
applies that feat to any firearm he wields. At 5th level, a

34

Daring Acts
With the GMs approval, a desperado can regain grit by
performing daring acts. As a general rule, a daring act
should be risky and dramatic. It should take a good deal
of guts, and its outcome should have a low probability
of success. If it is successful, the desperado regains 1
grit point. Before attempting a daring act, the player
should ask the GM whether the act qualifies. The GM is
the final arbiter of whats considered a daring act, and
can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act
qualifies.
desperado can reload a two-handed firearm as if it were
a one-handed firearm, and a one-handed firearm as if it
were a hand or light crossbow. At 9th level, a desperado
no longer provokes attacks of opportunity when firing
or reloading his firearm. This replaces tactical presence
(indomitable presence).
Daring Grit (Ex): Through determination, verve, or
otherwise dumb luck, a desperado is capable of forcing
incredible feats of daring and skill through their own
tenacity. In game terms, grit is a fluctuating measure
of a desperados ability to perform incredible actions
in combat. Starting at 5th level, at the start of each day,
a desperado gains a number of grit points equal to his
desperado initiation modifier (minimum 1). His grit goes
up or down throughout the day, but usually cannot go
higher than his desperado initiation modifier (minimum
1), though some feats and magic items may affect this
maximum. A desperado spends grit to accomplish deeds
(see below), and regains grit in the following ways:
Critical Hit with a Firearm: Each time the desperado
confirms a critical hit with a firearm attack while in
the heat of combat, he regains 1 grit point. Confirming
a critical hit on a helpless or unaware creature or on a
creature that has fewer Hit Dice than half the desperados
character level does not restore grit.
Killing Blow with a Firearm: When the desperado
reduces a creature to 0 or fewer hit points with a
firearm attack while in the heat of combat, he regains 1
grit point. Destroying an unattended object, reducing a
helpless or unaware creature to 0 or fewer hit points, or
reducing a creature that has fewer Hit Dice than half the
desperados character level to 0 or fewer hit points does
not restore any grit.
When the desperado gains this ability, his Amateur
Gunslinger feat is immediately traded for the Extra Grit
feat, as normal. If the desperado already has gunslinger
levels, he gains a bonus to the maximum amount of grit
he can have each day equal to his desperado initiation
modifier, but gains no extra grit at the start of each day.
This ability replaces the remaining tactical presences
gained at 5th and 9th levels.
Deeds: Desperados spend grit points to accomplish
deeds. Most deeds grant the desperado some momentary

Path of War Expanded


bonus or effect, but there are some that provide longer
lasting effects. Some deeds stay in effect as long as the
desperado has at least 1 grit point. For the purposes of
learning and performing deeds and for prerequisites,
a desperados effective gunslinger level is equal to his
class level 4. Unless otherwise noted, a deed can be
performed multiple successive times, as long as the
appropriate amount of grit is spent to perform the deed.
At 5th level and again at 7th, 9th, 11th, 13th, and 15th
levels, the desperado learns a deed that a gunslinger
of his effective gunslinger level could learn. He may
select deeds from both the standard gunslingers list
and those normally only available to specific gunslinger
archetypes. This ability replaces dual tactical presence
and warlords presence.
Blackpowder Prowess (Ex): The desperado is a
skilled warrior with his chosen firearms and is capable
of using them with incredible proficiency. Starting at 5th
level, while the desperado maintains a Tempest Gale or
Solar Wind stance, he gains a +1 competence bonus on
attack rolls, damage rolls, and combat maneuver checks
with using firearms. This bonus increases by +1 at 12th
level and again at 19th level. This ability replaces battle
prowess.

Zealot
Discordant Crusader (Archetype)
Discordant crusaders are warrior zealots who choose
to blend both good and evil into one style, using the
strength of one to supplement the fury of the other.
Maneuvers: The dueling focus within the discordant
crusader allows for a split focus of his talents as well
as his ambiguously moral state. By embracing the tools
and techniques of both good and evil, he may fulfil his
mission without regard to conventional morality. A
discordant crusader loses access to the Piercing Thunder
discipline and adds Black Seraph and Silver Crane to his
list of available disciplines. He otherwise learns, readies,
and initiates maneuvers as a standard zealot. This ability
alters maneuvers.
Moral Ambiguity (Ex): A discordant crusader decides
the nature of his own path, for good or ill. Starting at
1st level, the discordant crusader can initiate maneuvers
with the Good and Evil descriptors regardless of his
alignment, and regular use of these maneuver does not
threaten to change his alignment.
Grey Aura (Su): Starting at 4th level, as long as the
discordant crusader is psionically focused, his alignment
cannot be discerned by spells and effects as long as his
class level is higher than the effects caster level. In
addition, whenever he deals profane damage, he can
expend his psionic focus as a free action to instead deal
an equal amount of sacred damage. Alternatively, he
can use this ability when he deals sacred damage to
instead deal an equal amount of profane damage. This

ability replaces the mission ability gained at 4th level. A


discordant crusader never gains a mission.
Paired Weapons (Su): Starting at 5th level, a
discordant crusader treats all Black Seraph discipline
weapons as Silver Crane discipline weapons, and vice
versa. This ability replaces defiance.
Divided Focus (Ex): At 6th level, a discordant
crusader gains Discipline Focus (Black Seraph) and
Discipline Focus (Silver Crane) as bonus feats, even if he
does not meet their prerequisites. This ability replaces
the conviction gained at 6th level.
Twofold Fire (Su): Starting at 8th level, a discordant
crusader gains the ability to augment his strikes
from the Black Seraph and Silver Crane disciplines by
spending power points. A discordant crusader can
spend a maximum number of power points augmenting
a maneuver equal to one plus one additional power
point for every four initiator levels he possesses (up to a
maximum of 6 at 20th level). If the zealot has the ability
to augment his maneuvers in other ways, such as from
another class feature or the maneuver itself, this cannot
be combined with the augments granted by this ability;
he must choose which augmentation type to use when
initiating the maneuver. The discordant crusader can
augment his Black Seraph and Silver Crane strikes in one
or more of the following ways:
For every power point the discordant crusader
spends, this strike deals an additional 1d6 points of
profane damage (if a Black Seraph strike) or sacred
damage (if a Silver Crane strike).
For every 3 power points the discordant crusader
spends, his target takes a 4 penalty to their AC (if
a Black Seraph strike) or on their attack rolls (if a
Silver Crane strike) for one minute. A successful
Will save (DC 10 + the strikes level + the discordant
crusaders initiation modifier) negates this penalty.
These penalties do not stack with themselves if the
discordant crusader hits an opponent with multiple
augmented strikes, although a creature can suffer
from both penalties simultaneously.
This ability replaces the mission augments gained at
8th level.
Twinned Avatar (Su): At 16th level, the discordant
crusader can enter a two stances, one each from the
Black Seraph and Silver Crane Disciplines, with a
single swift action. Doing so is taxing for the discordant
crusader, and he can only maintain the stances together
for a number of rounds equal to 3 + his discordant
crusader initiation modifier. These rounds do not need
to be consecutive, but after he reaches this maximum he
must wait an equal number of rounds before he can use
this ability again. At 20th level, the discordant crusader
can maintain a Black Seraph and a Silver Crane stance
together indefinitely. This ability replaces metaphysical
transcendence.

35

Path of War Expanded


Void Prophet (Archetype)
There are those who, having tapped into the endless void,
find themselves compelled to share it with others. These
psionicists, these void prophets, cannot be said to serve
the void, because the void cannot be served, but they
travel the lands with the nothing inside them, showing it
to those who dare to oppose them. This nihilistic fervor
marks them, setting them apart from others, but it is
difficult to deny the empty purity of their power.
Maneuvers: A void prophet loses access to the Golden
Lion and Solar Wind disciplines and adds Cursed Razor
and Riven Hourglass to her list of available disciplines.
She gains Spellcraft as a class skill. She otherwise learns,
readies, and initiates maneuvers as a standard zealot.
This ability alters maneuvers.
Maneuvers Readied: Instead of recovering maneuvers
like a standard zealot, a void prophet recovers one
expended maneuver whenever she adds an unwilling
creature to her collective, and recovers expended
maneuvers equal to her void prophet initiation modifier
(minimum 2) whenever a member of her collective is
reduced to 0 or fewer hit points. Alternately, the void
prophet may focus inwards, meditating and recovering
a single maneuver as a standard action. This ability
alters maneuvers readied.
Unwilling Participant: At 1st level, a void prophet
gains Unwilling Participant as a bonus feat. The save DC
to resist being added to the void prophets collective is
equal to 10 + 1/2 the void prophets initiator level + the
void prophets initiation modifier.
Expanded Collective: At 1st level, a void prophet
gains Expanded Collective as a bonus feat. This ability
replaces compartmentalized aid.
Hollow Faith (Su): The void prophet shares the patient
emptiness of the void with her enemies, inviting them to
gaze into the pitiless nothing. Her devotion to the hollow
hunger of the void spurs her to feats of psionic and
martial prowess.
At 1st level, she may add unwilling members to
her collective as a move action, and may expend her
psionic focus to add an unwilling member as a swift
action instead. A void prophet never loses power points
as a result of an unwilling member of her collective
dying. At 4th level, the void prophet may designate any
number of creatures in her collective as a free action at
the beginning of her turn. Those creatures suffer a 2
penalty to armor class, attack rolls, skill checks, caster
level checks (such as those made to overcome spell
resistance), and manifester level checks (such as those
made to overcome power resistance). These penalties
persist until those creatures leave the void prophets
collective or she is rendered unconscious or dead, or else
chooses to rescind the penalties as a free action at the
beginning of her turn.
Starting at 8th level, a void prophets hollow faith
grants her the ability to augment her maneuvers by
spending power points. A void prophet can spend
a maximum number of power points augmenting a

36

maneuver equal to one plus one additional power point


for every four initiator levels she possesses (up to a
maximum of 6 at 20th level). If the void prophet has the
ability to augment her maneuvers in other ways, such as
from another class feature or the maneuver itself, this
cannot be combined with the augments granted by this
ability; she must choose which augmentation type to use
when initiating the maneuver.
For every power point the void prophet spends
when initiating a strike, the target of the strike has
any insight and morale bonuses affecting them
reduced by 1 for the duration of the bonus or 24
hours, whichever is shorter. This can reduce a
bonus below 0 (effectively creating a penalty), but
only if such a bonus is already affecting the creature.
If the strike allows a saving throw, a successful save
against it negates this effect. If it does not allow a
saving throw, then the target can make a Will save
(DC 10 + 1/2 the void prophets initiator level + the
void prophets initiation modifier) to negate this
effect.
If the void prophet spends 3 power points when
initiating a counter and that counter successfully
negates an attack against the void prophet (either
through making the attack miss or otherwise
preventing the attack from occurring), the void
prophet may have the attack target a member of her
collective instead. The redirected attack uses the
same attack and damage rolls as the initial attack
against the void prophet, but can target the member
of the collective regardless of the range.
This ability replaces mission.
Preach the Silence (Su): The void prophet knows
how to take the hope she leeches from her victims and
use it to empower her allies. Whenever a creature fails
a saving throw to be added to her collective, the void
prophets allies in the collective gain a +1 morale bonus
to attack rolls and saving throws for a number of rounds
equal to her initiation modifier, or until the creature
leaves her collective, whichever happens first. This
bonus increases by +1 at 5th level and again every five
void prophet levels thereafter. This ability replaces zeal.
Endless Hunger (Su): At 3rd level, the void prophet
may attempt to add a creature who fails its saving throw
against one of her strikes to her collective; if the strike
does not normally allow a save, the creature must instead
succeed at a Will save (DC 10 + the strikes level + the
void prophets initiation modifier) to avoid being added
to the void prophets collective. This is a free action that
is part of the strike in question. If successful, the void
prophet may not recover the strike that provoked this
ability, though she may still recover 1 other maneuver as
normal. The void prophet can only use this ability with
strikes that allow a saving throw. This ability replaces
commitment.
The Consuming Void (Su): At 16th level, the void
prophet may expend the soul of an unwilling creature

Path of War Expanded


that has died and merged with her collective through
her metaphysical transcendence ability as a free action.
If she does, that creature dies (and leaves the collective)
and the void prophet regains her psionic focus. She
may not expend the souls of willing members of her
collective. This ability alters and replaces metaphysical
transcendence, but otherwise functions as that ability.

Table 2-1: Archetype Maneuver Progression

Stances

Maximum
Maneuver
Level Known

Maneuvers
Level

Known

Readied

1st

2nd

3rd

4th

5th

6th

7th

8th

New Aegis Customizations

9th

The maximum levels of maneuvers and stances gained


through aegis customizations is limited by those listed
on Table 2-1: Archetype Maneuver Progression, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat.

10th

11th

12th

13th

10

14th

11

1-Point Customizations

15th

11

Additional Maneuvers: The aegis learns two additional


maneuvers (not stances) that he meets the prerequisites
for. These maneuvers must be from the Sleeping Goddess
discipline or one of the two other disciplines the aegis
selected when he took the Initiators Soul customization.
This customization may be selected multiple times. Each
additional time it is taken, the aegis learns one maneuver
from his three disciplines. For every two times the aegis
takes this customization, he can ready one additional
maneuver. The aegis must be at least 3rd level and have
the Initiators Soul customization before selecting this
customization.
Special: This customization can be taken by aberrant
aegii.
Additional Stance: The aegis learns one additional
stance that he meets the prerequisites for. This stance
must be from the Sleeping Goddess discipline or one of
the two other disciplines he selected when he took the
Initiators Soul customization. The aegis must be at least
4th level and have the Initiators Soul customization
before selecting this customization. This customization
may be selected up to one additional time at 7th level
and every three levels thereafter.
Special: This customization can be taken by aberrant
aegii.

16th

12

17th

13

18th

14

19th

14

20th

15

Archetypes for
Non-Martial Disciples

Aegis

2-Point Customizations
Initiators Soul: The aegis gains the ability to learn and
ready martial maneuvers. He learns three maneuvers
and one stance when he takes this customization. The
disciplines available to the aegis are Sleeping Goddess
and two other disciplines of his choice. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill. The aegis initiation
modifier is Intelligence, and each aegis level is counted

as a full initiator level. In addition, the aegis gains


Knowledge (martial) as a class skill.
Once the aegis knows a maneuver, he must ready it
before he can use it (see below). A maneuver usable
by aegii is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. An
aegis maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The aegis can ready all three of his maneuvers known,
but if he gains additional aegis maneuvers, he must
choose which maneuvers to ready. An aegis must always
ready his maximum number of maneuvers readied. He
readies his maneuvers by tinkering with his astral suit
for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The aegis does not need to sleep or rest for any
long period of time in order to ready his maneuvers; any
time he spends ten minutes adjusting his suit, he can
change his readied maneuvers.
An aegis begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).

37

Path of War Expanded


In order for the aegis to recover maneuvers, he must
realign himself to his astral suit a full-round action.
When he does so, he recovers a number of maneuvers
equal to his aegis initiation modifier (minimum 2) and
can exchange up to 1 point of customizations per four
class levels (minimum 1) for new customizations. These
new customizations last for one minute, at which point
they return to their prior state. Alternately, the aegis may
take a moment to focus, recovering a single maneuver as
a standard action.
Special: This customization can be taken by aberrant
aegii.

Barbarian
Primal Disciple (Archetype)
Primal disciples draw on the strength and wisdom of
their ancestors to grant them the insight to use powerful
martial techniques during their furious rages.
Maneuvers: A primal disciple begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Golden Lion, Piercing Thunder,
Primal Fury, and Thrashing Dragon. A primal disciple
gains Diplomacy as a class skill.
Once the primal disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by primal disciples
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A primal
disciples maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The primal disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through primal disciple levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to

Maneuver Skill Checks and Rage


Why do maneuvers use such seemingly odd skills like
Perform, Craft, Sleight of Hand, or Survival as part of
initiating their maneuvers? Warriors the world over
would practice actions that imitated their fighting
style to improve their efficiency, from the swordsman
who learned dances to improve his footwork to the
spearman whose gentle and precise touch could craft a
beautiful vase, or pierce an artery in a flash.
As such, maneuvers which require skill rolls to
function are atypical of normal skill checks and do not
always follow the normal rules for using skill checks.
If an initiator performs a maneuver that requires a
skill check when normally that skill check would be
disallowed (such as during a rage) he may still initiate
the maneuver and perform the skill check as normal.

38

her maneuvers known through other methods, such as


prestige classes or the Advanced Study feat. A primal
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
primal disciple can choose to learn a new maneuver in
place of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the primal disciple need not replace the old
maneuver with a maneuver of the same level. She can
swap only a single maneuver at any given level. A primal
disciples initiation modifier is Wisdom, and each primal
disciple level is counted as a full initiator level.
Maneuvers Readied: A primal disciple can ready
all three of her maneuvers known at 1st level, and as
she advances in level and learns more maneuvers,
she is able to ready more, but must still choose which
maneuvers to ready. A primal disciple must always
ready her maximum number of maneuvers readied.
She readies her maneuvers by practicing weapon drills
or communing with her ancestors for ten minutes. The
maneuvers she chooses remain readied until she decides
to meditate again and change them. The primal disciple
does not need to sleep or rest for any long period of time
in order to ready her maneuvers; any time she spends
ten minutes in communion with her ancestors, she can
change her readied maneuvers.
A primal disciple begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the primal disciple to recover maneuvers,
she must draw on the strength of her ancestors as a fullround action. When she does so, she recovers a number
of expended maneuvers equal to her primal disciple
initiation modifier (minimum 2), regains one round of
rage, and if she is fatigued as a result of her rage class
feature, she can make a Fortitude save (DC 10 + the
number of rounds the fatigue would last) to not become
fatigued. Alternately, the primal disciple may focus
inward and recover a single maneuver as a standard
action.
Stances Known: A primal disciple begins play with
knowledge of one stance from any discipline open to
primal disciples. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through primal disciple levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances are
not expended and the primal disciple does not have
to ready them. All the stances she knows are available

Path of War Expanded


to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a primal disciple cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces the rage powers gained at 4th, 6th,
8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.
Ancestral Style (Ex): Primal disciples draw their skill
and strength from longstanding traditions of combat
and skill in their tribes. At 1st level and again at 6th
level, a primal disciple gains one of the following feats
as a bonus feat: Enduring Protector, Martial Charge,
Martial Power, Prodigious Two Weapon Fighting, Seize
the Opportunity, or Victorious Recovery. She must meet
the prerequisites for these feats as normal. This ability
replaces fast movement and trap sense.

Bard
Rubato (Archetype)
A rubato (plural rubati) is a bard who taps into the Primal
Song and channels it in both life and war. Theories
abound about the Primal Song, though most accept that
it is an echo, a shard, of something even more ancient
and fundamental, but its power fuels these war singers
and propels them to acts of incredible valor.
Maneuvers: A rubato begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Elemental Flux, Golden Lion, and
Mithral Current.
Once the rubato knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by rubati is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A rubatos maneuvers are not
affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The rubato learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through rubato levels is limited by those listed in that
table as well, although this restriction does not apply to
maneuvers added to his maneuvers known through other
methods, such as prestige classes or the Advanced Study
feat. A rubato must meet a maneuvers prerequisite to
learn it. See the Systems and Use chapter in Path of War
for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
rubato can choose to learn a new maneuver in place
of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the rubato need not replace the old maneuver

with a maneuver of the same level. He can swap only a


single maneuver at any given level. A rubatos initiation
modifier is Charisma, and each rubato level is counted
as a full initiator level.
Maneuvers Readied: A rubato can ready all three of
his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A rubato must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
practicing weapon drills or communing with the primal
rhythm for ten minutes. The maneuvers he chooses
remain readied until he decides to practice again and
change them. The rubato does not need to sleep or
rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes practicing,
he can change his readied maneuvers.
A rubato begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the rubato to recover maneuvers, he must
expend tempo. A rubato can recover a single expended
maneuver as a swift action by spending 2 points of
tempo, or as a free action by spending 3 points of tempo.
A rubato may not recover a maneuver by spending
tempo in the same round that he initiated it, though he
might be able to recover it in another way.
Stances Known: A rubato begins his career with
knowledge of one stance from any discipline open to
rubati. At 4th, 7th, 11th, and 13th levels, he can select an
additional stance to learn. The maximum level of stances
gained through rubato levels is limited by those listed
in Table 2-1: Archetype Maneuver Progression. Unlike
maneuvers, stances are not expended and the rubato
does not have to ready them. All the stances he knows
are available to him at all times, and he can change the
stance he is currently maintaining as a swift action. A
stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a rubato cannot learn a new
stance at higher levels in place of one he already knows.
This ability replaces spells.
Tempo (Su): As the rubato fights and draws on the
Primal Song, he builds a supernatural energy known
as tempo. Outside combat, a rubato has no tempo to
spend. When a rubato enters combat, he gains a tempo
pool equal to 1/2 his class level (minimum 1) + his rubato
initiation modifier at the start of his first turn, and adds
one point of tempo to his tempo pool at the start of each
of his turns thereafter. His tempo pool persists for one
minute after the last enemy combatant is defeated or
the encounter otherwise ends. The rubato may not gain
tempo out of combat, even if another ability would
normally permit him to. A rubato can spend tempo as

39

Path of War Expanded


if it were animus when augmenting maneuvers or using
feats such as Animus Healing. This ability replaces
cantrips.
Bardic Performance: Like all bards, the rubato can
use his performances to create magical effects on those
around him. Once per round as a free action, a rubato
can expend one round of his bardic performance to
add 2 points of tempo to his tempo pool. Alternatively,
he can spend 2 points of tempo to regain one round of
his bardic performance. He may only use one of these
abilities in a given round. In addition, a rubato can start
a bardic performance in the same action as initiating a
strike by spending one additional round of his bardic
performance ability.
Rubati learn different performances than most
bards. A rubato still learns inspire courage, inspire
competence, and soothing performance, but otherwise
learns performances from the list below. A rubatos
performances may all use either audible or visual
components, even if they would otherwise only use one
or the other.
Counterpoint (Ex): At 1st level, a rubato learns how
to lead his allies in a defensive rhythm. An ally must be
able to perceive the rubatos performance to be affected.
Affected allies gain a bonus equal to 1/2 the rubatos
class level (minimum one) on all non-damage rolls
made as part of initiating counters. This ability replaces
countersong.
Metronome (Su): At 1st level, a rubato learns how to
create a stronger, faster connection to the Primal Song.
While maintaining this performance, he adds one point
of tempo to his tempo pool at the beginning of each of
his turns. At 5th level and every five levels thereafter,
the amount of tempo gained by this ability increases by
1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to
create a subtly hypnotic, discordant performance that
jars his enemies and disturbs their patterns. Enemies
within 30 feet that can perceive the rubatos performance
must succeed at a Will save (DC 10 + 1/2 the rubatos class
level + his rubato initiation modifier) or take a 1 penalty
on all non-damage rolls made as part of their attacks or
strikes while the rubato maintains this performance. A
creature that successfully saves cannot be affected by
the same rubatos dissonance performance until the end
of the encounter. This penalty increases by 1 at 5th level
and every five levels thereafter. This ability replaces
fascinate.
Fortissimo (Su): At 6th level, a rubato learns to
empower his maneuvers with tempo. Unlike other bardic
performances, he may activate this performance while
maintaining another performance. When the rubato
initiates a strike with an initiation action of 1 standard
action, he can expend 3 rounds of bardic performance
and 2 points of tempo to increase the damage (including
ability damage, if appropriate) dealt by that strike by
50%. He can activate this performance after rolling his
attack roll and determining if it hit or missed, but must

40

activate it before damage is rolled. The rubato must wait


3 rounds after performing a fortissimo before he may
perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies
in a martial rhythm. An ally must be able to perceive
the rubatos performance to be affected. Whenever an
affected ally initiates a maneuver, they can recover
an expended maneuver of different type (for example,
an ally that initiates a strike may recover a boost or a
counter). Each affected ally may only recover up to one
maneuver per round in this fashion. This ability replaces
dirge of doom.
Accelerando (Su): At 9th level, a rubato learns to
charge his allies with his tempo, infusing them with
the Primal Song. An ally must be able to perceive the
rubatos performance to be affected. Affected allies gain
the benefits of the haste spell. Starting and maintaining
this performance costs two performance rounds for
each round the rubato performs, rather than one. This
ability replaces inspire greatness.
Crescendo (Su): At 14th level, a rubato can maximize
his strikes with tempo, smiting his enemies with the
triumphant rise of the Primal Song. Unlike other bardic
performances, he may activate this performance while
maintaining another performance. When the rubato
initiates a strike with an initiation action of 1 standard
action, he can expend 4 rounds of bardic performance
and 4 points of tempo to maximize the damage (including
ability damage, if appropriate) dealt by that strike. Treat
all damage dice rolled as part of the strike as though
they had achieved the maximum result. This does not
affect any other part of the strike, such as attack rolls or
rolls to determine the duration of its effects. This ability
replaces frightening tune.
Harmonize (Su): At 15th level, a rubato learns to
harmonize his allies movements with the rhythm of
the Primal Song. Unlike other bardic performances, this
performance costs 2 tempo per round to maintain rather
than costing bardic performance rounds. An ally must be
able to perceive the rubatos performance to be affected.
Affected allies gain an insight bonus equal to the rubatos
initiation modifier to their AC, on saving throws, and on
skill checks made as part of initiating maneuvers. This
bonus increases by +2 during any round in which the
rubato recovers one or more maneuvers. This ability
replaces inspire heroics.
Con Moto (Su): At 18th level, a rubato gains the ability
to enhance the maneuvers of his allies with his tempo. An
ally must be able to perceive the rubatos performance
to be affected. Whenever an affected ally initiates a
maneuver, the rubato can spend 2 tempo as a free
action, even if it isnt his turn. If he does, that ally may
move up to 15 feet as part of the maneuver (resolve this
movement either immediately before, or immediately
after initiating the maneuver) or if the maneuver
already involves movement, they may increase the
distance moved by 15 feet. This movement provokes
attacks of opportunity as normal, unless another ability

Path of War Expanded


would prevent such attacks. In addition, the save DC of
that allys maneuver (if any) increases by 2. This ability
replaces mass suggestion.
Fugue (Ex): At 20th level, the rubato learns to maintain
two bardic performances at the same time. He can
activate two bardic performances with the same
action, paying any associated costs for each separately.
Performances noted as being able to be used while
maintaining other performances (such as fortissimo) do
not count against this limit. This ability replaces deadly
performance.
This ability alters bardic performance.
Martial Performer (Ex): Starting at 2nd level, a
rubato can make Perform checks in place of checks with
his disciplines associated skills. He may only substitute
Perform checks for skills associated with disciplines
he has access to from his rubato levels (including
disciplines acquired through traits or martial traditions).
This ability replaces versatile performance.

Dread
Nightmare (Archetype)
The fear that keeps many warriors awake at night is
knowing that out there somewhere, someone is carrying
the blade or arrow that has your name on itthe weapon
that kills the otherwise brave warrior. Some dreads
know that this most terrifying fear is one they lurks in the
front of every warriors mind in battle, and by capturing
that fear, they can appear to those night-fearing soldiers
as that one terrifying warrior. The nightmare that has
just been carrying that weapon, waiting to meet them.
Maneuvers: A nightmare begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Black Seraph, Sleeping Goddess, and
Veiled Moon.
Once the nightmare knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by nightmares is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A nightmares maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The nightmare learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through nightmare levels is limited by those listed in that
table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A nightmare must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the nightmare can choose to learn a new maneuver

in place of one he already knows. In effect, he loses


the old maneuver in exchange for the new one. He
can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the nightmare need not replace
the old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
nightmares initiation modifier is Charisma, and each
nightmare level is counted as a full initiator level.
Maneuvers Readied: A nightmare can ready all three
of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A nightmare must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
practicing weapon drills or meditating on the nature of
fear for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The nightmare does not need to sleep or rest for
any long period of time in order to ready his maneuvers;
any time he spends ten minutes meditating, he can
change his readied maneuvers.
A nightmare begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the nightmare to recover maneuvers, he
must draw on the fear of his enemies by activating his
frightful claim class feature; the nightmare recovers
a single expended maneuver whenever he Claims
a creature, and he recovers a number of expended
maneuvers equal to his nightmare initiation modifier
(minimum 2) whenever a creature he has Claimed is
reduced to 0 or less hit points. Alternately, the nightmare
may concentrate on his deepest fears and draw strength
from them to recover a single maneuver as a standard
action.
Stances Known: A nightmare begins his career with
knowledge of one stance from any discipline open to
nightmares. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum
level of stances gained through nightmare levels is
limited by those listed in Table 2-1: Archetype Maneuver
Progression. Unlike maneuvers, stances are not expended
and the nightmare does not have to ready them. All the
stances he knows are available to him at all times, and
he can change the stance he is currently maintaining as
a swift action. A stance is an extraordinary ability unless
otherwise stated in the stance or discipline description.
Unlike with maneuvers, a nightmare cannot learn a
new stance at higher levels in place of one he already
knows.
This ability replaces shadow twin and the nightmares
new powers known at 2nd, 8th, and 14th levels.

41

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Frightful Claim (Su): Starting at 1st level, a nightmare
gains the ability to channel his mind-breaking psionic
abilities, marking a foe as his prey and driving them
to absolute terror in the process. As a swift action, the
nightmare may Claim an opponent that he can see
(including with special senses such as blindsense or
tremorsense) within close range (25 feet + 5 feet per 2
nightmare levels) for a number of rounds equal to 1/2
his class level (minimum 1 round). A nightmare can
have a maximum number of creatures Claimed equal
to his nightmare initiation modifier (minimum 1), and
may not Claim a creature he has already Claimed until
or unless the Claim expires. Claimed creatures take a
2 penalty on saving throws against fear effects. This
penalty increases by 1 at 6th level and every six levels
thereafter, and stacks with the nightmares aura of fear
class feature.
In addition, the nightmare automatically knows the
position of creatures he has Claimed. Any opponent the
nightmare cannot see still has total concealment (50%
miss chance) against him, and the nightmare still suffers
the normal miss chance when attacking creatures that
have concealment. The nightmare is still denied his
Dexterity bonus to his AC against attacks from Claimed
creatures he cannot see.
Martial Terror (Su): At 2nd level, the nightmare gains
the ability to channel a terror through his strikes. Once
per round as a free action, the nightmare can channel
a terror through his weapon when initiating a strike
or using his devastating touch class feature against a
creature he has Claimed. This ability replaces channel
terror.
Master of Fear (Ex): Starting at 5th level, the
nightmares control over his fearsome melee might
increases. Once per round when the nightmare
manifests a psionic power, he can enter a new stance
as a free action. In addition, once per round when he
initiates a boost, he can activate a single terror as a free
action. If the nightmare possesses the Terror Mastery
feat, he can instead activate two terrors as a free action
when using this ability. This ability replaces the bonus
feat gained at 5th level.
Bonus Feats: At 9th level and every four levels
thereafter, the nightmare gains Advanced Study,
Discipline Focus, Discipline Mastery, or any feat that
requires the ability to Claim an opponent as a bonus feat.
He must meet the prerequisites for these feats as normal.
This ability replaces the bonus feats gained at 9th, 13th,
and 17th levels.
Torturous Fear (Su): At 11th level, the nightmare
gains the ability to initiate strikes with an initiation
action of 1 standard action while using his devastating
touch class feature. He makes a melee touch attack as
normal, and affects the target with both the strike and
the devastating touch. If the nightmare has the ability to
use his devastating touch as a ranged attack, he can only
initiate strikes that can be used with ranged attacks with
it. This ability replaces twin fear.

42

Improved Aura of Fear (Su): At 15th level, the


nightmares aura of fear radius increases from 10 feet
to 20 feet. Creatures who are immune to fear effects
must still be within 10 feet of the nightmare to lose this
immunity.
Martial Nightmare (Su): At 19th level, the nightmares
Claim causes his foes to be wracked with fear to their
cores. Creatures Claimed by the nightmares frightful
claim class feature ability lose any immunities to fear
effects and mind-affecting effects they possess for as
long as they are Claimed, and take a 2 penalty on saving
throws against the nightmares maneuvers and psionic
powers.

Fighter
Myrmidon (Archetype)
Some fighters attend grand colleges of war where
they learn to master more esoteric martial forms, and
some learn the techniques of many different schools of
combat and forge their own path. Others are trained in
small regiments to fight as a single cohesive, adaptable
unit where all members are capable of playing the
others parts. These fighters are known as myrmidons,
the pinnacle of the fighters tradition of adaptability,
ingenuity, and enduring strength.
Class Skills: The myrmidons class skills are Acrobatics
(Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int), Knowledge (martial) (Int),
Perception (Wis), Profession (Wis), Ride (Dex), Survival
(Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
These skills replace the standard fighters class skills.
However, this archetype is still compatible with other
fighter archetypes that also add class skills or skill ranks
(such as by the lore warden fighters scholastic class
feature).
Maneuvers: A myrmidon begins his career with
knowledge of three martial maneuvers. When he takes
his first myrmidon level, he selects four of the following
disciplines to gain access to for myrmidon maneuvers:
Broken Blade, Golden Lion, Iron Tortoise, Mithral
Current, Piercing Thunder, Primal Fury, Scarlet Throne,
Tempest Gale, and Thrashing Dragon. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill.
Once the myrmidon knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by myrmidons is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A myrmidons maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The myrmidon learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver

Path of War Expanded


Progression. The maximum level of maneuvers gained
through myrmidon levels is limited by those listed in
that table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A myrmidon must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the myrmidon can choose to learn a new maneuver
in place of one he already knows. In effect, he loses
the old maneuver in exchange for the new one. He
can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the myrmidon need not replace
the old maneuver with a maneuver of the same level.
He can swap only a single maneuver at any given level.

Daring Acts
With the GMs approval, a myrmidon can regain grit by
performing daring acts. As a general rule, a daring act
should be risky and dramatic. It should take a good deal
of guts, and its outcome should have a low probability
of success. If it is successful, the myrmidon regains 1
grit point. Before attempting a daring act, the player
should ask the GM whether the act qualifies. The GM is
the final arbiter of whats considered a daring act, and
can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act
qualifies.

A myrmidons initiation modifier is Wisdom, and each


myrmidon level is counted as a full initiator level.
Maneuvers Readied: A myrmidon can ready all three
of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A myrmidon must always ready his maximum number
of maneuvers readied. He readies his maneuvers
by performing weapon drills for ten minutes. The
maneuvers he chooses remain readied until he decides to
practice again and change them. The myrmidon does not
need to sleep or rest for any long period of time in order
to ready his maneuvers; any time he spends ten minutes
practicing, he can change his readied maneuvers.
A myrmidon begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the myrmidon to recover maneuvers, he
must take on a defensive form as a full-round action,
resetting his rhythm to continue the battle. When he
does so, he recovers a number of maneuvers equal to
his myrmidon initiation modifier (minimum 2) and
until the start of his next turn, attacks made against the
myrmidon provoke an attack of opportunity from him
and he can take a 5-foot step each time he is attacked
(even if he has already taken one this round). In addition,
he gains the benefit of the Combat Reflexes feat, and
can use his myrmidon initiation modifier instead of his
Dexterity modifier for determining how many additional
attacks of opportunity he can make. Alternately, the
myrmidon may take a moment to focus, recovering a
single maneuver as a standard action.
Stances Known: A myrmidon begins his career with
knowledge of one stance from any discipline open to
myrmidons. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum
level of stances gained through myrmidon levels is
limited by those listed in Table 2-1: Archetype Maneuver

43

Path of War Expanded


Progression. Unlike maneuvers, stances are not expended
and the myrmidon does not have to ready them. All the
stances he knows are available to him at all times, and
he can change the stance he is currently maintaining as
a swift action. A stance is an extraordinary ability unless
otherwise stated in the stance or discipline description.
Unlike with maneuvers, a myrmidon cannot learn a
new stance at higher levels in place of one he already
knows.
This ability replaces the bonus feats gained at 6th, 10th,
14th, and 18th levels.
Grit (Ex): At 1st level, the myrmidon makes his mark
upon the world with nerves of steel and superior training.
Through determination, verve, or otherwise dumb luck,
the myrmidon is capable of forcing incredible feats of
daring and skill through their own tenacity. In game
terms, grit is a fluctuating measure of a myrmidons
ability to perform incredible actions in combat. At
the start of each day, a myrmidon gains a number of
grit points equal to his myrmidon initiation modifier
(minimum 1). His grit goes up or down throughout the
day, but usually cannot go higher than his myrmidon
initiation modifier (minimum 1), though some feats and
magic items may affect this maximum. A myrmidon
spends grit to accomplish deeds (see below), and regains
grit in the following ways.
Critical Hit: Each time the myrmidon confirms a
critical hit while in the heat of combat with a weapon
with which he has Weapon Focus or is in a weapon group
associated with a discipline he has Discipline Focus for,
he regains one grit point. Confirming a critical hit on a
helpless or unaware creature or on a creature that has
fewer Hit Dice than half the myrmidons character level
does not restore grit.
Killing Blow with a Maneuver: When the myrmidon
reduces a creature to 0 or fewer hit points with a
maneuver or with a weapon he has Weapon Focus with,
he regains 1 grit point. Destroying an unattended object,
reducing a helpless or unaware creature to 0 or fewer
hit points, or reducing a creature that has fewer Hit Dice
than half the myrmidons character level to 0 or fewer
hit points does not restore any grit.
This ability replaces the bonus feat gained at 2nd level.
Deeds: Myrmidons spend grit points to accomplish
deeds. Most deeds grant the myrmidon some momentary
bonus or effect, but there are some that provide longer
lasting effects. Some deeds stay in effect as long as the
myrmidon has at least 1 grit point. The following is
the list of base myrmidon deeds. A myrmidon can only
perform deeds of his level or lower. Unless otherwise
noted, a deed can be performed multiple successive
times, as long as the appropriate amount of grit is spent
to perform the deed.
Unbreakable (Ex): Starting at 1st level, a myrmidon is
trained very well to protect himself against the many
unnatural elements of this world where he must rely on
only his wits and training to protect him from harm. He

44

can spend 1 grit point as an immediate action to gain a


+4 circumstance bonus on a single saving throw.
Heroic Recovery (Ex): Starting at 1st level, a myrmidon
spend 1 grit point as a swift action to recover a single
expended maneuver.
Man of Action (Ex): Starting at 1st level, a myrmidon
can spend 1 grit point as a swift action to gain a
circumstance bonus on a single Acrobatics, Climb, or
Swim check equal to his class level.
Ready for Trouble (Ex): Starting at 3rd level, as long
as the myrmidon has at least 1 grit point, he gains a
+2 bonus on initiative checks and Will saves to resist
compulsion and fear effects. In addition, if his hands
are free and unrestrained, he can spend 1 grit point as
part of making an initiative check to draw a single nonhidden light or one-handed weapon or to draw and don
a shield (except a tower shield).
Utility Trick (Ex): Starting at 3rd level, as long as the
myrmidon has at least 1 grit point, he can perform any of
the following utility tricks. The myrmidon must declare
the utility trick he is using before using the ability.
Field Bandage: By using a healers kit to quickly
dress and bandage a wound, the myrmidon can
grant 1d6 temporary hit points per three character
levels to himself or an adjacent creature as a fullround action. These temporary hit points cannot
increase a creatures hit points beyond its normal
maximum, and last for ten minutes. A creature can
only only receive the benefits of this ability for one
day or until they have received magical healing
equal to or greater than the amount of temporary
hit points granted by the myrmidons field bandage,
whichever comes first. This ability also halts a
bleeding wound, stopping a creature from taking
further bleed damage.
Makeshift Tool: Should he need a tool in a combat
situation, the myrmidon makes do with his weapons.
He is not penalized for not having a proper tool
when making skill checks in combat.
Improvise Weapon: The myrmidon can use objects
not intended to be normal weapons or cobble
together something that can be used as a weapon. He
only takes a 2 penalty while wielding improvised
weapons, rather than 4.
Warriors Determination (Ex): The myrmidon gains an
uncanny ability to force himself through many hardships
and keep on going through his superior training and
experience. Starting at 6th level, he can spend 1 grit
point as an immediate action to negate a single condition
currently affecting him until the end of the encounter,
at which point it returns as if its duration had not been
interrupted. The myrmidon can activate this ability even
if he would not normally be able to act because of the
condition in question. A myrmidon can use this ability
multiple times in an encounter, spending 1 grit point
and negating a single condition each time he does.

Path of War Expanded


At 6th level, the myrmidon can temporarily negate
the fatigued, shaken, or sickened conditions using
this ability.
At 10th level, a myrmidon can temporarily negate
the dazed or staggered conditions, or ignore the
effects of a disease (including ability damage he
may have taken from the disease) using this ability.
At 14th level, a myrmidon can temporarily negate
the exhausted, frightened, or nauseated conditions
using this ability.

Marksman
Minds Eye Disciple (Archetype)
Minds eye disciples forgo their normal psychic honing
in order to achieve mastery over their martial teachings.
Through the focusing of their minds eye, their aim can
find any target.
Maneuvers: A minds eye disciple begins her career
with knowledge of three martial maneuvers. The
disciplines available to her are Sleeping Goddess, Solar
Wind, and Tempest Gale. A minds eye disciple gains
Sleight of Hand as a class skill.
Once the minds eye disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by minds eye
disciples is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. A
minds eye disciples maneuvers are not affected by
spell resistance, and she does not provoke attacks of
opportunity when she initiates one.
The minds eye disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through minds eye disciple levels
is limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
her maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A minds eye
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
minds eye disciple can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highest-level
maneuvers she knows; the minds eye disciple need
not replace the old maneuver with a maneuver of the
same level. She can swap only a single maneuver at any
given level. A minds eye disciple initiation modifier is
Wisdom, and each minds eye disciple level is counted as
a full initiator level.
Maneuvers Readied: A minds eye disciple can ready
all three of her maneuvers known at 1st level, and as

she advances in level and learns more maneuvers,


she is able to ready more, but must still choose which
maneuvers to ready. A minds eye disciple must always
ready her maximum number of maneuvers readied.
She readies her maneuvers by opening her minds
eye and meditating on what it sees for ten minutes.
The maneuvers she chooses remain readied until she
decides to meditate again and change them. The minds
eye disciple does not need to sleep or rest for any long
period of time in order to ready her maneuvers; any
time she spends ten minutes focusing, she can change
her readied maneuvers.
A minds eye disciple begins an encounter with all
her readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the minds eye disciple to recover
maneuvers, she must focus her minds eye on a target.
As a full-round action, she selects one creature she can
see, recovering a number of expended maneuvers equal
to her minds eye disciple initiation modifier (minimum
2). Her next ranged attack against that creature ignores
any miss chance possessed by the target (including that
of total concealment) and does not take penalties on
attack rolls from attacking that creature from beyond
her weapons first range increment. In addition, she
gains an insight bonus on that attack roll equal to her
minds eye disciple initiation modifier. Alternately, the
minds eye disciple may focus inward and recover a
single maneuver as a standard action.
Stances Known: A minds eye disciple begins his
career with knowledge of one stance from any discipline
open to minds eye disciples. At 4th, 7th, 11th, and 13th
levels, she can select an additional stance to learn. The
maximum level of stances gained through minds eye
disciple levels is limited by those listed in Table 2-1:
Archetype Maneuver Progression. Unlike maneuvers,
stances are not expended and the minds eye disciple
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a minds eye disciple cannot
learn a new stance at higher levels in place of one she
already knows.
This ability replaces combat style, style technique, and
style ability.
Opened Eye (Su): At 1st level, the minds eye disciples
power allows her to wield weapons more freely. She
treats all ranged and thrown weapons she wields as
Sleeping Goddess discipline weapons.
Discipline Skill (Ex): At 3rd level, a minds eye
disciple selects a discipline she has access to. She gains a
+1 bonus on checks with that disciplines associated skill.

45

Path of War Expanded


This bonus increases by +1 at 6th level and every three
levels thereafter. This ability replaces style skill.
Focused Eye (Su): Starting at 3rd level, as long as the
minds eye disciple maintains psionic focus, she gains a
+2 competence bonus on damage rolls for when initiating
strikes with ranged or thrown weapons. At 7th level and
every four levels thereafter, this bonus increases by +1.
This ability replaces style mantra.
Cover Fire (Ex): When a minds eye disciple uses her
cover fire class feature, any boosts she is affected by also
affect the cover fire attack. If the target fails its saving
throw, it is also affected by any additional damage or
effects that the boost would normally apply to an attack.
This ability alters cover fire.
Bonus Feats: A minds eye disciple adds Advanced
Study, Crossbow Mastery, Discipline Focus, Discipline
Mastery, Expanded Knowledge, Extra Readied Maneuver,
and Rapid Reload to her list of available bonus feats. This
ability alters bonus feats, but does not cause the minds
eye disciple archetype to be incompatible with other
archetypes that alter the bonus feats class feature.
Augmented Eye (Su): Starting at 8th level, a the minds
eye disciple gains the ability to augment her maneuvers
by spending power points. A the minds eye disciple can
spend a maximum number of power points augmenting
a maneuver equal to one plus one additional power
point for every four initiator levels she possesses (to a
maximum of 6 at 20th level). If the minds eye disciple
has the ability to augment her maneuvers in other ways,
such as from another class feature or the maneuver itself,
this cannot be combined with the augments granted by
this ability; she must choose which augmentation type to
use when initiating the maneuver. These augments can
only be used on maneuvers that involve attack rolls.
For every power point the minds eye disciple
spends, this maneuver deals an additional 1d8
points of damage of the minds eye disciples active
energy type. For every 2d8 she increases the damage
by, the save DC of this maneuver (if any) increases
by +1. If a maneuver involves multiple attacks, this
additional damage only applies to the first attack
that hits.
For every power point the minds eye disciple
spends, attacks made as part of this maneuver
ignore 5% of miss chance possessed by the target
(such as from concealment or the displacement
spell). Miss chances cannot be reduced below 0%
with this augment.
This ability replaces the bonus feat gained at 8th level.

Monk
Monk of the Silver Fist (Archetype)
The Monks of the Silver Fist are an order of martial
artists that have perfected the way of the bodyguard.
Their unique use of gauntlets and greaves protects

46

their hands and adds weight to the attacks they make in


defense of their charges.
Weapon and Armor Proficiency: A monk of the silver
fist gains proficiency with gauntlets and bucklers in
addition to their normal weapon and armor proficiencies.
Maneuvers: A monk of the silver fist begins his
career with knowledge of three martial maneuvers. The
disciplines available to him are Eternal Guardian, Iron
Tortoise, and Mithral Current. A monk of the silver fist
gains Bluff and Perform as class skills.
Once the monk of the silver fist knows a maneuver,
he must ready it before he can use it (see Maneuvers
Readied, below). A maneuver usable by monk of the
silver fist is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. A
monk of the silver fists maneuvers are not affected
by spell resistance, and he does not provoke attacks of
opportunity when he initiates one.
The monk of the silver fist learns additional
maneuvers at higher levels, as indicated on Table 2-1:
Archetype Maneuver Progression. The maximum level of
maneuvers gained through monk of the silver fist levels
is limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A monk of
the silver fist must meet a maneuvers prerequisite to
learn it. See the Systems and Use chapter in Path of War
for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the monk of the silver fist can choose to learn a new
maneuver in place of one he already knows. In effect,
he loses the old maneuver in exchange for the new one.
He can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the monk of the silver fist need
not replace the old maneuver with a maneuver of the
same level. He can swap only a single maneuver at any
given level. A monk of the silver fists initiation modifier
is Wisdom, and each monk of the silver fist level is
counted as a full initiator level.
Maneuvers Readied: A monk of the silver fist can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. A monk of the silver fist must always ready his
maximum number of maneuvers readied. He readies his
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The monk of the silver fist does not need to sleep
or rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes meditating,
he can change his readied maneuvers.
A monk of the silver fist begins an encounter with all
his readied maneuvers unexpended, regardless of how
many times he might have already used them since he

Path of War Expanded


chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
In order for the monk of the silver fist to recover
maneuvers, he must take a full-round action, moving up
to his speed, then granting an adjacent ally (including
himself) an insight bonus to their AC and on saving throws
equal to his monk of the silver fist initiation modifier
for one round. If he does so, he recovers a number of
expended maneuvers equal to his monk of the silver fist
initiation modifier (minimum 2). Alternately, the monk
of the silver fist may center himself and realign his ki,
recovering a single maneuver as a standard action.
Stances Known: A monk of the silver fist begins his
career with knowledge of one stance from any discipline
open to monks of the silver fist. At 4th, 7th, 11th, and
13th levels, he can select an additional stance to learn.
The maximum level of stances gained through monk of
the silver fist levels is limited by those listed in Table 2-1:
Archetype Maneuver Progression. Unlike maneuvers,
stances are not expended and the monk of the silver fist
does not have to ready them. All the stances he knows
are available to him at all times, and he can change the
stance he is currently maintaining as a swift action. A
stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a monk of the silver fist
cannot learn a new stance at higher levels in place of
one he already knows.
This ability replaces flurry of blows and stunning fist.
Gauntlet Strike (Ex): At 1st level, the monk of the
silver fist becomes an expert in wielding gauntlets. He
gains Improved Unarmed Strike and Weapon Focus
(gauntlet) as bonus feats, even if he does not meet their
prerequisites. A monk of the silver fist deals more damage
with his gauntlet attacks than a normal person would, as
shown below. For the purposes of the monk of the silver
fists abilities and feats, a gauntlet is any weapon worn
over the hands or fingers to aid in punching, including
brass knuckles, normal gauntlets, rope gauntlets, and
spiked gauntlets. This ability replaces unarmed strike.
Shielding Fist (Ex): At 1st level, so long as the monk
of the silver fist is wearing gauntlets, he gains a +1 shield
bonus to his AC, and treats his gauntlets as bucklers
in addition to their normal effects. If is gauntlets are
enchanted, he applies their enhancement bonus on
attack and damage rolls and to this shield bonus as well.
In addition, a monk of the silver fist can wear gauntlets
and use them as a shield without interfering losing the
benefit of his AC bonus class feature.
Bonus Feats: At 1st level, a monk of the silver fist can
select Improved Shield Bash, Buckler Bash, or Mithral
Current Style in addition to his other bonus feat choices.
At 6th level, he can select Bodyguard or Defensive
Expertise in addition to his other bonus feat choices. At
10th level, the monk of the silver fist can select Discipline
Mastery or In Harms Way in addition to his other bonus

Table 2-2: Monk of the Silver Fist Damage

Level

Damage
(Small)

Damage
(Medium)

Damage
(Large)

1st4th

1d4

1d6

1d8

5th9th

1d6

1d8

2d6

10th14th

1d8

1d10

2d8

15th19th

1d10

2d6

3d6

20th

2d6

2d8

3d8

feat choices. This ability alters bonus feats, but does


not cause the monk of the silver fist archetype to be
incompatible with other archetypes that alter the bonus
feats class feature.
Mark of the Silver Fist (Su): Starting at 4th level, a
monk of the silver fist is able to focus his protection on
one ally to better guard them. The monk of the silver fist
can spend 1 ki point as a swift action to apply a special
mark to one ally (other than himself) within 30 feet.
For a number of rounds equal to 1 + the monk of the
silver fists initiation modifier, the marked ally gains
a +4 circumstance bonus to their AC, and any enemy
that attacks the marked ally provokes an attack of
opportunity from the monk of the silver fist. A monk of
the silver fist can only have one mark of the silver fist
active at a time. At 12th level and again at 16th level,
the number of allies a monk of the silver fist can have
marked at a time increases by one.
Intercepting Fist (Ex): At 12th level, a monk of the
silver fist gains the ability to swiftly cross the battlefield
in the defense of his allies. Whenever an ally is targeted
by an attack, the monk of the silver fist can spend 1 ki
point as an immediate action to move up to his speed
towards that ally. If his movement ends adjacent to the
targeted ally, the monk of the silver fist becomes the
target of that attack, rather than his ally. This ability
replaces abundant step.
Reach of the Silver Fist (Ex): At 15th level, whenever
the monk initiates a strike with a range of melee attack
and a target of one creature, he can spend 1 ki point as
a free action to also initiate the strike against a second
target within close range (25 feet + 5 feet per 2 monk
of the silver fist levels). This additional strike is treated
as a melee attack, and uses the monk of the silver fists
gauntlet damage as its base damage. A monk of the silver
fist can only activate this ability once per strike. This
ability replaces quivering palm.

Paladin
Knight Disciple (Archetype)
Knight Disciples are holy protectors who defend the
innocent for the predations of evil creatures. Blessed
with the martial might of heaven, they boldly charge
into battle to defend their allies.

47

Path of War Expanded


Class Skills: A knight disciple gains 2 additional skill
ranks each level.
Maneuvers: A knight disciple begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Golden Lion, Iron Tortoise, and Silver
Crane. A knight disciple gains Bluff and Perception as
class skills.
Once the knight disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by knight disciples
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A knight
disciples maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The knight disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of

48

maneuvers gained through knight disciple levels is


limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
her maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A knight
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
knight disciple can choose to learn a new maneuver in
place of one she already knows. In effect, she loses the old
maneuver in exchange or the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the knight disciple need not replace the old
maneuver with a maneuver of the same level. She can
swap only a single maneuver at any given level. A knight
disciples initiation modifier is Charisma, and each
knight disciple level is counted as a full initiator level.
Maneuvers Readied: A knight disciple can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers
to ready. A knight disciple must always ready her
maximum number of maneuvers readied. She readies
her maneuvers by performing weapon drills or praying
to her deity for ten minutes. The maneuvers she chooses
remain readied until she decides to meditate again and
change them. The knight disciple does not need to sleep
or rest for any long period of time in order to ready her
maneuvers; any time she spends ten minutes in prayer
and practice, she can change her readied maneuvers.
A knight disciple begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the knight disciple to recover maneuvers,
she must project her power, protecting her allies from
harm as a full-round action. When she does so, she
recovers a number of expended maneuvers equal to
her knight disciple initiation modifier (minimum 2) and
each ally within 30 feet gains a sacred bonus equal to the
knight disciples initiation modifier (minimum 1) to their
AC and on saving throws for one round. Alternately, the
knight disciple may focus inward and recover a single
maneuver as a standard action.
Stances Known: A knight disciple begins play with
knowledge of one stance from any discipline open to
knight disciples. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through knight disciple levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances are
not expended and the knight disciple does not have to

Path of War Expanded


ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a knight disciple cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces spells.
Crusaders Training: At 1st level, a knight disciple
begins to express her divine power through her initiating
and with effects similar to the spells of other paladins.
She selects one of the following abilities to learn at 1st
level, and gains another ability at 4th level and every
three levels thereafter.
Detect Alignment (Su): The knight disciple gains the
ability to use detect chaos, detect good, and detect law as
spell-like abilities at-will, with a caster level equal to her
class level.
Detect Undead (Su): The knight disciple can use detect
undead as a spell-like ability at-will. If she wishes, she
can activate and concentrate on this ability at the same
time as her detect evil ability.
Divine Interception (Su): Once per encounter, the knight
disciple can move up to her speed as an immediate action,
provided she ends her movement in a square adjacent to
another ally.
Fiendbane (Su): The knight disciple can expend one
use of her guardians shield ability as a swift action to
enchant her weapon with holy light that banishes evil
outsiders. The next time the knight disciple hits with
that weapon, if the target is an outsider with the evil and
extraplanar subtypes, that creature must succeed at a
Will save (DC 10 + 1/2 the knight disciples class level +
the knight disciples initiation modifier) or be banished
back to its home plane. A knight disciple can keep a
weapon charged with this ability indefinitely, although
she may only have one such weapon charged at any one
time.
Ghost Hunter (Su): The knight disciples weapons and
armor gain the effects of the ghost touch weapon special
ability in addition to their other properties for as long as
she wields or wears them.
Improved Guardians Shield (Su): Allies under the
effects of the knight disciples guardians shield ability
also gain the benefits of a protection from evil spell for
the duration of the shield.
Know Thine Enemy (Ex): The knight disciple can make
untrained Knowledge checks to identify creatures with
no limit to the DC, and gains a bonus on Knowledge
checks to identify chaotic and/or evil creatures equal to
1/2 her class level.
Righteous Sanctuary (Su): Once per encounter as an
immediate action, the knight disciple can allow a willing
ally to move up to their speed. This movement does not
provoke attacks of opportunity, and the ally must end
their movement adjacent to the knight disciple. If the

ally would not be able to reach the knight disciple, they


cannot be allowed to move with this ability.
Truthseeker (Su): The knight disciple can use discern
lies as a spell-like ability with a caster level equal to her
initiator level. She can use this ability for a number of
rounds per day equal to her class level, although these
rounds need not be consecutive.
This ability replaces divine bond.
Guardians Shield (Su): At 1st level, a knight disciple
learns to surround her allies in a field of holy protective
energy. Whenever she initiates a strike, the knight
disciple can apply a guardians shield to one ally (other
than herself) within 60 feet as a free action. This shield
lasts for a number of rounds equal to the knight disciples
initiation modifier.
A guardians shield grants the affected ally a number of
temporary hit points equal to twice the knight disciples
initiator level. These temporary hit points do not stack
with other temporary hit points, and vanish when the
shields duration expires. The knight disciple can use
her guardians shield ability a number of times per day
equal to 1/2 her class level (minimum 1) + her knight
disciple initiation modifier. This ability counts as the lay
on hands class feature for the purposes of the Extra Lay
on Hands feat.
This ability replaces lay on hands.
Spell Familiarity (Ex): Starting at 1st level, a knight
disciple can use spell completion and spell triggers items
(such as scrolls and wands) as if she possessed the ability
to cast paladin spells, using her initiator level as her
effective caster level.
Mark of Censure (Su): At 1st level, a knight disciple
gains the ability to censure the actions of evil creatures,
protecting her allies from the harm they cause. Once per
day as a swift action, the knight disciple can apply a mark
of censure to any evil creature she can see. The mark
lasts for 24 hours or until the creature is slain. While the
mark of censure is in effect, the knight disciples allies
(other than herself) gain damage reduction/ equal to
her knight disciple initiation modifier against attacks
made by the marked creature. At 11th level, this damage
reduction increases to equal twice her knight disciple
initiation modifier. At 4th level and every three levels
thereafter, the knight disciple can use this ability an
additional time per day. This ability replaces smite evil.
Merciful Shield (Su): At 3rd level, a knight disciples
guardians shield becomes potent enough to protect
allies from debilitating effects. The knight disciple
selects one condition from the list below that she meets
the prerequisites for. Whenever an ally under the effects
of her guardians shield would gain a condition she has
selected, that condition is negated and the duration of
the guardians shield affecting them is reduced by one
round. This ability can remove a condition caused by a
curse, disease, or poison without curing the affliction.
At 3rd level, the knight disciple can select from the
following conditions:

49

Path of War Expanded


Shaken
Sickened
Fatigued
At 6th level, the knight disciple adds the following
conditions to the list of those that can be selected:
Dazed
Stunned
Diseased: The knight disciples guardians shield
ability also acts as a remove disease spell, using the
knight disciples level as the caster level.
Staggered: The target is no longer staggered, unless
the target is at exactly 0 hit points.
At 9th level, the knight disciple adds the following
conditions to the list of those that can be selected.
Cursed: The knight disciples guardians shield
ability also acts as a remove curse spell, using the
paladins level as the caster level.
Exhausted: The knight disciple must have the fatigue
condition before selecting this condition.
Frightened: The knight disciple must have the
shaken condition before selecting this condition.
Nauseated: The knight disciple must have the
sickened condition before selecting this condition.
Poisoned: The knight disciples guardians shield
ability also acts as a neutralize poison spell, using
the knight disciples level as the caster level.
At 12th level, the knight disciple adds the following
conditions to the list of those that can be selected:
Blinded
Deafened
Paralyzed
At 6th level and every three levels thereafter, the
knight disciple selects an additional condition from the
above lists. The effects of this ability stack; for example,
a 12th level knight disciples guardians shield could
provide 24 temporary hit points and protect against
fatigue, exhaustion, diseases, and poisons. Once the
knight disciple selects a condition to protect against, that
choice cannot be changed.
This ability replaces mercy.
Empowered Healing (Su): At 4th level, a the knight
disciple healing maneuvers become more potent. Any
maneuver she initiates that heals hit point damage (to
herself or others) heals an additional 50% points of
damage (rounded down). This ability replaces channel
energy.
Guardians Aura (Ex): At 11th level, a knight disciples
protective nature allows her to use her counters for the
benefit of her allies instead of just herself. Whenever she
initiates a counter, she can choose to have that counter
affect an ally within 10 feet instead of herself. When
determining if the counter can be initiated (for example,
if the counter is initiated in response to an attack), she
treats that ally as if they were herself. The counter still
uses the knight disciples modifiers to determine its

50

success or failure, and she still makes any rolls or checks


for the counter. This ability replaces aura of justice.
Holy Disciple (Su): At 20th level, a knight disciple
becomes a paragon of divine martial justice. She gains
damage reduction 10/evil, and whenever a creature
under the effect of her mark of censure deals damage
to one of her allies (not including herself), that creature
takes 1/2 the damage it dealt. This damage is the same
type as the damage that was dealt to the knight disciples
ally. In addition, the temporary hit points granted by the
knight disciples guardians shield ability increase by
50% (rounded down).

Ranger
Ambush Hunter (Archetype)
Stalkers in the wilderness who specialize in sudden,
vicious strikes from hidden vantage points, the Ambush
Hunters and their animal companions are masters of
stealth and of overwhelming assault.
Maneuvers: An ambush hunter begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Golden Lion and Primal Fury.
Once the ambush hunter knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by ambush hunters is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. An ambush
hunters maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The ambush hunter learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through ambush hunter levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. An ambush
hunter must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
ambush hunter can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose a
new maneuver of any level he likes, as long as he observes
the restriction on the highest-level maneuvers he knows;
the ambush hunter need not replace the old maneuver
with a maneuver of the same level. He can swap only a
single maneuver at any given level. An ambush hunters
initiation modifier is Wisdom, and each ambush hunter
level is counted as a full initiator level.
Maneuvers Readied: An ambush hunter can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able

Path of War Expanded


to ready more, but must still choose which maneuvers
to ready. An ambush hunter must always ready his
maximum number of maneuvers readied. He readies
his maneuvers by meditating or observing his animal
companion for ten minutes. The maneuvers he chooses
remain readied until he decides to practice again and
change them. The ambush hunter does not need to sleep
or rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes meditating,
he can change his readied maneuvers.
An ambush hunter begins an encounter with all his
readied maneuvers unexpended, regardless of how
many times he might have already used them since he
chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
In order for the ambush hunter to recover maneuvers,
he must blend into the shadows and position himself to
strike. As a full-round action, the ambush hunter and
his animal companion gain the ability to use the Stealth
skill while being observed for one round, then each can
make a Stealth check to hide and move up to their speed.
When he does so, he recovers a number of expended
maneuvers equal to his ambush hunter initiation
modifier (minimum 2). The ambush hunter and his
animal companion do not take a penalty on their Stealth
checks from moving while using this ability. Alternately,
the ambush hunter may take a moment to reassess his
prey, recovering a single maneuver as a standard action.
Stances Known: An ambush hunter begins his career
with knowledge of one stance from any discipline open

Table 2-3: Ambush Hunter Disciplines


Discipline (associated skill)

Allowed Combat Styles

Broken Blade (Acrobatics)

Natural Weapon or TwoWeapon Combat

Iron Tortoise (Bluff)

Thrown or Weapon and


Shield

Piercing Thunder (Acrobatics)

Mounted or Two-Handed
Weapons

Scarlet Throne (Sense Motive)

Mounted or Two-Handed
Weapons

Solar Wind (Perception)

Archery, Crossbow or
Thrown

Tempest Gale (Sleight of Hand)

Archery, Crossbow or
Thrown

Thrashing Dragon (Acrobatics)

Thrown or Two-Weapon
Combat

to ambush hunters. At 4th, 7th, 11th, and 13th levels, he


can select an additional stance to learn. The maximum
level of stances gained through ambush hunter levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances are
not expended and the ambush hunter does not have
to ready them. All the stances he knows are available
to him at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, an ambush hunter cannot
learn a new stance at higher levels in place of one he
already knows.
This ability replaces spells.
Martial Style (Ex): At 1st level,
the ambush hunter selects an
additional martial discipline to gain
access to from Table 2-3: Ambush
Hunter Disciplines. This choice also
determines which combat styles
he can choose from when he gains
the combat style class feature. If the
ambush hunter does not have the
disciplines associated skill as a class
skill, he gains it as a class skill.

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Path of War Expanded


Martial Companion (Ex): At 4th level, an ambush
hunter gains the companionship of a loyal animal
companion. This functions as the rangers hunters
bond class feature except for the following. The ambush
hunters animal companion gains a list of maneuvers and
stances known equal to 1/2 the number of maneuvers or
stances known by the ambush hunter (rounded down).
The animal companion can only learn maneuvers from
the Primal Fury discipline, and treats its natural attacks
as Primal Fury discipline weapons. For example, a 4th
level ambush hunter knows 5 maneuvers and 2 stances;
his animal companion would learn 2 maneuvers and 1
stance from the Primal Fury discipline.
The animal companion does not ready its maneuvers;
it has access to each of its known maneuvers at all times.
When the animal companion initiates a maneuver, the
ambush hunter expends one of his readied maneuvers
of his choice. If the ambush hunter has no unexpended
maneuvers, the animal companion cannot initiate its
maneuvers. The animal companions initiation modifier
is Wisdom, and its initiator level is equal to the ambush
hunters initiator level.
This ability replaces hunters bond.
Ambush Tactics (Ex): The ambush hunter is adept
at maneuvering with his animal companion to take
advantage of any weakness his enemies present.
Starting at 4th level, whenever an ambush hunter or
his animal companion attack a flat-footed creature
or are both flanking the same creature, they both add
the ambush hunters initiation modifier as a bonus on
damage rolls made with strikes against that flat-footed or
flanked creature. Whenever the ranger and the animal
companion successfully attack the same creature in a
single round, the ambush hunter recovers one expended
maneuver. This ability replaces favored enemy.
Pack Savagery (Ex): Starting at 8th level, whenever
the ambush hunter or his animal companion initiates a
boost from the Primal Fury or Golden Lion disciplines,
both the ambush hunter and his animal companion
gain the benefits of the boost. The ambush hunter and
the animal companion can only benefit from one such
boost per round, even if they use this ability. This ability
replaces quarry.
Unbreakable Bond (Su): At 19th level, the ambush
hunters bond with his animal companion is so strong
that it transcends time, space, life, and death. The
ambush hunter always knows the exact location of his
animal companion, regardless of distance (even if the
animal companion is on another plane) and can view his
animal companions location as if by a scrying spell for a
number of minutes per day equal to his ambush hunter
initiation modifier. The caster level for this effect is equal
to the ambush hunters initiator level. In addition, if the
ambush hunters animal companion dies, it reincarnates
24 hours later in a random location within 1 mile of the
ambush hunter.

52

Rogue
Hidden Blade (Archetype)
Some rogues specialize in wielding weapons that their
enemies will never see, striking from behind veils of
shadow and illusion.
Maneuvers: A hidden blade begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Mithral Current, Thrashing Dragon,
and Veiled Moon.
Once the hidden blade knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by hidden blades
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A hidden
blades maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The hidden blade learns additional maneuvers at
higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through hidden blade levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
her maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A hidden
blade must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
hidden blade can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highestlevel maneuvers she knows; the hidden blade need not
replace the old maneuver with a maneuver of the same
level. She can swap only a single maneuver at any given
level. A hidden blades initiation modifier is Intelligence,
and each hidden blade level is counted as a full initiator
level.
Maneuvers Readied: A hidden blade can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers to
ready. A hidden blade must always ready her maximum
number of maneuvers readied. She readies her
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers she chooses remain
readied until she decides to meditate again and change
them. The hidden blade does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditation, she can
change her readied maneuvers.
A hidden blade begins an encounter with all her
readied maneuvers unexpended, regardless of how

Path of War Expanded


many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the hidden blade to recover maneuvers,
she must play a gambit (see below). Alternately, the
hidden blade may take a moment to analyze the
battlefield, recovering a single maneuver as a standard
action.
Stances Known: A hidden blade begins play with
knowledge of one stance from any discipline open to
hidden blades. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through hidden blade levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the hidden blade does not have
to ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a hidden blade cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces the rogue talents gained at 4th,
8th, 12th, 16th and 20th levels. This ability does not
cause the hidden blade archetype to be incompatible
with other archetypes that alter the rogue talents class
feature, so long as it still has a rogue talent at each of
these levels to give up.
Hidden Specialization (Ex): At 1st level, a hidden
blade adds Broken Blade, Shattered Mirror, or Tempest
Gale to her list of available disciplines. If the hidden
blade does not have that disciplines associated skill as a
class skill, she gains it as a class skill.
Hidden Weapons (Ex): A hidden blade is adept at
storing and retrieving weapons from places that no one
would expect to find them. At 1st level, she gains Quick
Draw as a bonus feat, even if she does not meet the
prerequisites. In addition, she can draw hidden weapons
as a free action, rather than a move action.
Portable Hole Specialist (Ex): Starting at 1st level, a
hidden blade becomes adept at smuggling and storing
objects into and out of extradimensional spaces, and can
retrieve items from bags of holding or portable holes as a
move action, regardless of how full or unorganized the
bag is.
Gambits (Ex): A hidden blade is a cunning warrior
who seizes opportunities as they present themselves
to put his enemies in untenable positions. At 1st level,
a hidden blade selects two gambits from the gambits
available to warlords (see the warlord base class in
Path of War) or the hidden blade gambits listed below.
At 4th level and every four levels thereafter, a hidden
blade selects an additional gambit to learn. Any gambit
that would normally use the hidden blades Charisma

modifier to determine its effects instead uses her hidden


blade initiation modifier. These gambits allow the hidden
blade to recover maneuvers. Due to their reliance on the
stresses of combat to bring out the best of the hidden
blade, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A
gambits risk describes an action the hidden blade must
take in order to play the gambit. The hidden blade begin
a gambit as a swift action, then performs the gambits
risk action. She may add her hidden blade initiation
modifier as a luck bonus on any d20 rolls made while
performing this action (such as the Acrobatics check of
an acrobatic gambit, or the attack roll of a brave gambit).
The hidden blade only gets this bonus if she used a swift
action to begin the gambit; if taking the actions normally,
she gains no additional benefits. If the hidden blade
initiates a maneuver as part of a gambit, she cannot
recover that maneuver when the gambit is completed
(even if its her only expended maneuver).
If the hidden blade succeeds at her gambits risk, she
recovers a number of expended maneuvers equal to her
hidden blade initiation modifier (minimum 2) and gains
the reward listed in the gambits description. Allies who
would gain a benefit from the gambits reward must be
within 60 feet of the hidden blade and able to see her
perform the gambits risk.
If the hidden blade fails her gambit (such as missing
the charge attack of a brave gambit, or failing the saving
throw of an unbreakable gambit), she suffers the gambits
rake, recovering only a single expended maneuver and
taking a 2 penalty on all d20 rolls for one round.

Hidden Blade Gambits


Hidden blades can select these gambits in addition
to the gambits normally available to warlords. Some
of these gambit are supernatural abilities, and do not
function in an anti-magic field or similar effect.

Cowards Gambit
Risk: The hidden blade attacks a flat-footed opponent
or an opponent she is flanking.
Reward: The hidden blades allies gain a bonus on
damage rolls against that opponent equal to the hidden
blades initiation modifier for one round.

Flankers Gambit
Risk: The hidden blade attacks an opponent adjacent
to one of the hidden blades other allies.
Reward: The hidden blade is considered to be flanking
that opponent until the end of her next turn, even if the
hidden blade is not in a position that would allow her to
flank them.

Stealth Gambit (Su)


Risk: The hidden blade makes a Stealth check to hide.
Reward: The hidden blade becomes invisible for a
number of rounds equal to her initiation modifier, as if
under the effect of an invisibility spell.

53

Path of War Expanded


Class Templates

Class templates are similar to archetypes. They modify


existing base classes in order to allow them to better
fulfill new roles. However, class templates can be
applied to multiple classes, unlike the more exclusive
archetypes. The following class templates are presented
in this book. A class template follows the same rules
as archetypes for determining whether or not they are
compatible with other archetypes or class templates.
Bushi: A noble warrior dedicated to the code of
Bushido. Specialists in the art of Iaijutsu, the bushi is
a class template for the stalker, warder and warlord
classes.
Hussar: A mounted warrior that leads allies from
atop his noble steed and guides the battle through the
use of special formations. The hussar is a class template
for the warlord and warder classes.
Polymath: The polymath is an expert in many fields.
Combining both maneuvers and extracts, they are
capable of filling many roles. The polymath is a class
template for the alchemist and investigator classes.
Privateer: A daring and dangerous pirate captain,
the privateer brings the sword and pistol style to life
through the use of their Ploys, and can turn any crew
into master sailors. The privateer is a class template for
the stalker and warlord classes.
Warpath Follower: The warpath follower is a
dedicated warrior empowered by their deity. Granted
insight and instinct in the use of martial maneuvers, they
combine this power with the magic of their faith. The
warpath follower is a class template for the inquisitor
and warpriest classes.

What Is A Class Template?


A class template is similar to an archetype, but is broader
in scope and can be applied to multiple different classes
to change their abilities to more closely fit a theme that
the player might wish to achieve. For example, instead
of having a Samurai Leader archetype for the warlord,
a Samurai Guardian archetype for the warder, and a
Samurai Killer archetype for the stalker, we instead of
a single class template that can be applied to all three
classes to represent different aspects of the samurais
culture and ethos, the bushi.
While class templates function mostly the same as
archetypes, because they apply to multiple classes,
they are laid out differently. At the start of each class
template is a list of the classes it can be applied to
and the class features they lose or alter. After that,
the class template details its new class features,
and what level they are gained at. Similarly to
archetypes, class templates cannot be applied
to a class if they have already traded away
the same ability.

54

Bushi

Bushi are honorable and noble warriors who specialize


in Iaijutsu, the art of the draw cut. With a single swing
of his katana, a bushi can cleave through armor, bones
and organs as easily as straw. Bushi follow the code of
bushido and exemplify the virtues of righteousness,
courage, benevolence, respect, honesty, honor and
loyalty.

Converting Your Character


The bushi is a class template suitable for use with the
stalker, warlord and warder classes. When converting a
character to a bushi, the character loses or changes the
following class features. A character can still take the
bushi class template even if they also have an archetype
that alters their maneuvers readied ability (so long as
they still have the ability to recover a single maneuver
as a standard action to give up):

Path of War Expanded


Stalker
The stalker gives up the ability to recover a single
maneuver as a standard action.
The stalker gives up the blending and improved
blending class features.
The stalker gives up the stalker art at 1st level.
The stalker can choose to take a bushido in place
of a stalker art. This alters stalker arts, but does
not make the bushi class template incompatible
with archetypes that also alter the stalker arts class
feature.

Warlord
The warlord gives up the ability to recover a single
maneuver as a standard action.
The warlord gives up their first two bonus feats (at
1st and 6th level).
The warlord gives up the tactical presence, dual
presence, and warlords presence class features.

Warder
The warder gives up the ability to recover a single
maneuver as a standard action.
The warder gives up their first two bonus feats (at
3rd and 8th level).
The warder gives up proficiency with heavy armor.
The warder gives up the clad in steel, steel defense,
and born of steel class features.
Maneuvers: A bushi trades one of his available
disciplines for the Mithral Current discipline, and gains
Perform as a class skill. He otherwise learns, readies,
and initiates maneuvers as a standard member of his
base class. This ability alters maneuvers.
Iaido (Ex): In addition to his normal maneuver
recovery, a bushi can recover his maneuvers by
sheathing his blade and taking a brief moment of quiet
contemplation. When he sheathes a weapon (normally
a move action), he recovers one maneuver. He cannot
recover more than one maneuver per round this way, no
matter how many weapons he sheathes or how many
times he sheathes an individual weapon per round, nor
can he use a maneuver in the same round it is recovered
in this way. A bushi cannot use this ability to recover a
maneuver in the same round in which it was initiated.
Iaido Training (Ex): At 1st level, a bushi gains Exotic
Weapon Proficiency (katana) and Exotic Weapon
Proficiency (wakizashi) as bonus feats, even if he does
not meet their prerequisites.
Quick Draw (Ex): At 1st level, a bushi gains Quick
Draw as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi may sheathe his
weapon without provoking attacks of opportunity.
Mixed Combat (Ex): At 6th level, a bushi gains Mixed
Combat as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi is considered to be
threatening all adjacent squares even if his weapon is

sheathed, and can draw his weapon when making any


attack (including attacks of opportunity).
Bushido (Su): As a bushi grows in power, he gains
access to abilities through the refinement of his spirit
and his weapon by adhering to the principles of bushido.
A stalker bushi can choose to take a bushido in place
of a stalker art at 3rd, 7th, 11th, 15th, and 19th levels.
This ability does not cause the bushi class template to be
incompatible with other archetypes that alter the stalker
arts class feature. A warlord bushi selects a bushido to
gain at 2nd, 5th, 7th, 9th, 11th, and 15th levels. A warder
bushi selects a bushido to gain at 3rd, 6th, 8th, 13th,
15th, and 19th levels. A bushi gains bushidos from the
following list:
Benevolence: The bushis kindness and concern for
his allies takes on a supernatural quality. The bushi can
spend a swift action to grant all allies within 30 feet a
number of temporary hit points equal to the bushis
initiator level. These temporary hit points do not stack
with other temporary hit points, and last for one minute
or until depleted.
Courage: The bushi becomes immune to nonmagical
fear effects. In addition, he gains a +4 bonus on saves
against fear effects, and can grant this bonus to his allies
within 60 feet for a number of rounds equal to his bushi
initiation modifier as a swift action.
Honesty: The Universal Truth speaks to the bushi,
allowing him to detect falsehood wherever it may hide.
The bushi can use discern lies as a spell-like ability with
a caster level equal to his initiator level. He can use
this ability for a number of rounds per day equal to his
initiation modifier, although these rounds need not be
consecutive.
Honor: The bushi knows that honorable combat is the
only true test of a warrior, and that the most honorable
combat is a one-on-one duel. Whenever the bushi hits a
creature with an attack, he gains a +1 bonus on attack
and damage rolls against that creature until the end of
his next turn. This bonus increases by +1 for every four
initiator levels the bushi possesses. A bushi does not get
an additional benefit from attacking a creature multiple
times, although he loses the bonus if he does not attack
the creature for one round.
Loyalty: The bushis strong sense of loyalty to friends
and allies allows him to instinctively know when they
are in danger. As a standard action, the bushi can mark
an ally, allowing him to know the relative position and
general condition of the marked allies as if they were
under the effects of both a deathwatch and a status
spell. This mark lasts for a number of hours equal to the
bushis initiator level, and functions as long as both the
bushi and the target are on the same plane. The bushi
can activate this ability a number of times per day equal
to his bushi initiation modifier (minimum 1).
Respect: The bushi respects all life, and knows that the
strength of his allies support his own strength. Whenever
the bushi uses the aid another action, he uses his bushi

55

Path of War Expanded


initiation modifier (minimum +2) instead the normal aid
another bonus granted to his allies.
Righteousness: The bushi knows right from wrong on
an inherent, instinctual level. He can gains the ability to
use detect chaos, detect evil, detect good, and detect law
as spell-like abilities at-will, with a caster level equal to
his initiator level.

Hussar

Hussars are masters of mounted combat. These mobile


and ferocious warriors first appeared among light
cavalry units, where they began to spread across the
world as their effectiveness led to more and more nations
adopting light cavalry tactics. Hussar adventurers bring
their military skills to bear in aiding their allies through
the use of formations, tactical insight and discipline.

Converting Your Character


The hussar is a class template suitable for use with
the warlord and warder classes. When converting a
character to a hussar, the character loses or changes the
following class features:

Warlord

The warlord gives up the bonus feats class


feature.
The warlord gives up the tactical presence,
dual presence, and warlords presence class
features.

Warder


The warder gives up the bonus feats


class feature.
The warder gives up proficiency
with heavy armor.
The warder gives up the clad in steel,
steel defense, and born of steel class
features.

Class Skills: A hussar gains Handle Animal as


a class skill.
Weapon and Armor Proficiency: Hussars are
proficient with all simple and martial weapons, with
light and medium armor, and with shields (except tower
shields). This ability replaces the base class standard
weapon proficiencies.
Maneuvers: The disciplines available to a hussar are
Golden Lion, Iron Tortoise, Piercing Thunder, Primal
Fury, and Solar Wind. If the hussar does not have these
disciplines associated skills as class skills, he gains them
as class skills. He otherwise learns, readies, and initiates
maneuvers as a standard member of his base class. This
ability alters maneuvers.
Maneuvers Readied: In addition to his base class
normal maneuver recovery, a hussar recovers one
expended maneuver every time he successfully negates
an attack using the Mounted Combat feat. This ability
alters maneuvers readied.

56

Mount (Ex): At 1st level, a hussar gains the service


of a loyal and trusty steed to carry him into battle.
This mount functions as a druids animal companion,
using the hussars level as his effective druid level. The
creature must be one that he is capable of riding and is
suitable as a mount. A Medium-sized hussar can select a
camel or a horse. A Small-sized hussar can select a pony
or wolf, but can also select a boar or a dog if he is at
least 4th level. At the GMs options, other animals may be
suitable mounts for a hussar to select.
A hussars bond with his mount is strong, with the pair
learning to anticipate each others moods and moves. A
hussar does not take an armor check penalty on Ride
checks while riding his mount. The mount is always
considered combat trained and begins play with Light
Armor Proficiency as a bonus feat.
Should a hussars mount die, he may find another
mount to serve him after 1 week of mourning.

Path of War Expanded


Mounted Combat (Ex): At 1st level, a hussar gains
Mounted Combat as a bonus feat, even if he does not
meet the prerequisites.
Mounted Maneuver Expertise (Ex): Starting at 1st
level, a hussar and his trusty steed are so in tune with
each other that they can work as one when performing
maneuvers. Whenever a hussar is mounted and uses
a maneuver with a movement component (such as
making a charge attack, or taking an extra move action),
the hussar can have his mount take the appropriate
movement in his place. If the maneuver allows the
hussar to make a charge attack, both him and his mount
are considered to be charging. This replaces the share
spells ability that normal animal companions gain.
Formations (Ex): As the hussar levels, he learns a
number of formations that assist both himself and his
allies. Adopting a formation is a move action for the hussar,
and allies within range of someone in the formation can
enter the formation as a free action. Formations have a
limited range, as noted in the formations description. In
order for a hussars ally to participate in a formation and
gain its benefits, they must start their turn within range
of another ally who is participating in the formation.
Allies participating in a formation do not necessarily
have to be within range of the hussar; they merely must
be within range of another ally within the formation. A
hussar may only have one formation active at a time,
and if the hussar leaves a formation, all allies in the
formation also leave that formation. A creature can only
gain the benefits of one formation at any given time. The
hussar selects one formation from the following list to
learn at 5th, 8th, 11th, 14th, and 17th levels:
Guerrilla: Allies in the Guerrilla formation gain a +2
bonus on attack and damage rolls against creatures
they flank. At 7th level, allies in the formation can take
a 5-foot step once per round as a free action (even if it
isnt their turn) as long as that 5-foot step would place
them in a position to flank an opponent. At 15th level,
as long as two allies in the formation are adjacent to the
same opponent, they are considered to be flanking that
opponent.
Range: 15 feet.
Marching: Allies in the Marching formation gain a +10foot bonus to their movement speeds. At 7th level, allies
in the formation gain the benefits of the Endurance
and Diehard Feats. At 15th level, allies in the formation
cannot become fatigued or exhausted for as long as they
remain in this formation. If an ally is already fatigued
or exhausted when they join the formation, they ignore
the effects of the condition while they remain in the
formation.
Range: 10 feet.
Phalanx: Allies in the Phalanx formation gain a +1
bonus to their AC and to Reflex Saves. At 10th level, these
bonuses increase to +2, and allies in the formation gain
evasion (as the rogue class feature). At 15th level, this
bonus to AC increases to +2 for each ally in the formation
(up to a maximum of +10) and the bonus to Reflex saves

increases to +1 for each ally in the formation (up to a


maximum of +5).
Range: 5 feet.
Siegebreaker: Allies in the Siegebreaker formation gain
a +4 bonus on combat maneuver checks when making
bull rush, disarm, and sunder attempts. At 10th level,
this bonus increases to +8. At 15th level, allies in the
formation ignore an amount of hardness an object has
equal to 5 times the number of allies in the formation,
and can perform disarm and sunder combat maneuvers
on opponents as if they were two size categories larger.
This stacks with other effects that increase effective size.
Range: 15 feet.
Surge: Allies in the Surge formation gain a +2 bonus
on attack and damage rolls while charging. At 10th
level, whenever an ally in the formation charges a
creature, they may make one turn of up to 90 degrees
when charging. At 15th level, whenever an ally in the
formation makes a charge attack, one other ally in the
formation can make a charge attack against the same
target as an immediate action. The ally making this
charge attack must be able to charge the target in order
to activate this ability, and cannot make a charge on
their following turn afterwards. Only one ally in the
formation can use this ability per round, regardless of
how many allies are in the formation.
Range: 10 feet.
Terror: Allies in the Terror formation gain a +4 bonus
on Intimidate checks to demoralize opponents. At 7th
level, allies in the formation gain the benefits of the
Dazzling Display feat, except that they may use it with
any weapon they wield, not just ones with which they
have Weapon Focus. At 15th level, whenever an ally in
the formation successfully demoralizes an opponent,
that opponent takes an additional 2 penalty on attack
rolls, saving throws, skill checks, and ability checks for
as long as it is shaken.
Range: 10 feet.
Volley: Allies in the Volley formation gain a +2 bonus
on ranged attack rolls. At 10th level, ranged attacks
made by these allies ignore all concealment less than
total concealment. At 15th level, allies in the formation
gain the abilityto launch a hail of deadly bolts or arrows
that affects a 5-foot-radius burst within their weapons
first range incrementas a standard action. This attack
deals 1d6 points of damage per character level of the ally
to any creature in the area. Creatures in the area may
make a Reflex Save (DC 10 + 1/2 that allys Hit Dice + that
allys Dexterity modifier) to halve this damage. Damage
reduction applies as normal to this damage, although it
is treated as if it had been dealt by the allys weapon for
the purposes of overcoming it.
Range: 5 feet.

57

Path of War Expanded


Polymath

Knowledge is power. For those who truly seek knowledge


in all its forms, knowledge of martial maneuvers is no
different than knowledge of magic or science, and all are
equally worthy of study. Sometimes geniuses, sometimes
madmen, these seekers of knowledge hunger for new
skills and abilities with an addiction and obsessiveness
that can often be off putting, but is exceptionally useful.
Polymaths are alchemists or investigators who learn to
combine their intellect and extracts with the training and
discipline of the Path of War. These cunning warriors
learn to use any and all tools available to them to master
any challenge set before them.

Converting Your Character


The polymath is a class template suitable for use with
the alchemist and investigator classes. When converting
a character to a polymath, the character loses or changes
the following class features:

Alchemist

The alchemist gives up the poison resistance, poison


use, and poison immunity class features.
The alchemist prepares one fewer extract per day of
each level of extract he knows. If this would reduce
his extracts prepared to 0, he may only prepare
bonus extracts that he received of that level due to
a high Intelligence score.

Investigator

The investigator gives up the poison lore, poison


resistance, and poison immunity class features.
The investigator prepares one fewer extract per
day of each level of extract he knows. If this would
reduce his extracts prepared to 0, he may only
prepare bonus extracts that he received of that
level due to a high Intelligence score.

Weapon and Armor Proficiency: A polymath gains


proficiency with martial weapons in addition to his base
class standard weapon proficiencies.
Maneuvers: A polymath begins his career with
knowledge of three martial maneuvers. If the polymath
does not have these disciplines associated skills as
class skills, he gains them as class skills. The disciplines
available to him are Primal Fury, Solar Wind, and Steel
Serpent.
Once the polymath knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by polymaths is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A polymaths maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The polymath learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through polymath levels is limited by those listed in that
table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A polymath must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the polymath can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the
old maneuver in exchange for the new one. He can
choose a new maneuver of any level he likes, as long
as he observes the restriction on the highest-level

58

Path of War Expanded


maneuvers he knows; the polymath need not replace
the old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
polymaths initiation modifier is Intelligence, and each
polymath level is counted as a full initiator level.
Maneuvers Readied: A polymath can ready all three
of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A polymath must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
meditating or performing martial katas for ten minutes.
The maneuvers he chooses remain readied until he
decides to practice again and change them. The polymath
does not need to sleep or rest for any long period of time
in order to ready his maneuvers; any time he spends ten
minutes study or meditation, he can change his readied
maneuvers.
A polymath begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the polymath to recover maneuvers, he
must re-evaluate his opponents and their abilities as a
full-round action. When he does, he replaces a number
of expended maneuvers equal to his polymath initiation
modifier (minimum 2) with new readied polymath
maneuvers he knows. If he wishes, he may replace these
maneuvers with themselves, effectively recovering
them. In addition, whenever the polymath recovers
maneuvers in this way, he may drink one extract he has
prepared as a swift action. Alternately, the polymath may
take a brief moment to collect his thoughts to recover a
single maneuver as a standard action.
Stances Known: A polymath begins his career with
knowledge of one stance from any discipline open to
polymaths. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum
level of stances gained through polymath levels is
limited by those listed in Table 2-1: Archetype Maneuver
Progression. Unlike maneuvers, stances are not expended
and the polymath does not have to ready them. All the
stances he knows are available to him at all times, and
he can change the stance he is currently maintaining as
a swift action. A stance is an extraordinary ability unless
otherwise stated in the stance or discipline description.
Unlike with maneuvers, a polymath cannot learn a
new stance at higher levels in place of one he already
knows.

Privateer

Privateers are professional mercenary sailors. With


their Letters of Marque authorizing them to engage in
the otherwise illegal act of piracy, privateers undertake
daring raids on the ships of their enemies, stealing
valuable and precious resources. Just because their
career choice involves plunder and murder doesnt
mean that Privateers are heartless cutthroats, indeed,
persons from all walks of life become privateers.

Converting Your Character


The privateer is a class template suitable for use with
the stalker and warlord classes. When converting a
character to a privateer, the character loses or changes
the following class features:

Stalker
The stalker gives up the blending and improved
blending class features.
The stalker loses the ability to recover their
maneuvers by spending a full-round action to
center their ki.

Warlord
The warlord gives up the warleader and improved
warleader class features.
The warlord no longer recovers maneuvers when
executing a gambit.
Maneuvers: The disciplines available to a privateer
are Golden Lion, Solar Wind, Steel Serpent, Tempest
Gale, and Thrashing Dragon. If the privateer does not
have these disciplines associated skills as class skills, he
gains them as class skills. He otherwise learns, readies,
initiates maneuvers as a standard member of his base
class. This ability alters maneuvers.
Maneuvers Readied: Instead of his base class normal
maneuver recovery, a privateer must spend a full-round
action laughing intimidatingly. When he does so, he
recovers a number of expended maneuvers equal to
his privateer initiation modifier (minimum 2) and can
make an Intimidate check to demoralize all opponents
within 30 feet. This ability counts as the Dazzling Display
feat for the purposes of meeting prerequisites and for
effects or abilities that augment or alter the Dazzling
Display feat. Alternatively, the privateer can recover a
single maneuver as a standard action. This ability alters
maneuvers readied.
Barking Irons (Ex): At 1st level, a privateer gains
proficiency with firearms.
Sea Dog (Ex): At 1st level, the privateer gains
Knowledge (dungeoneering), Knowledge (geography),
Knowledge (local), Profession (sailor), and Swim as class
skills if they are not already class skills for the privateer.
In addition, he gains a bonus on skill checks with these
skills equal to 1/2 his class level.
Swash and Buckle (Ex): At 2nd level, a privateer
learns to use the signature fighting style of high seas

59

Path of War Expanded


corsairs, combining a blade with a number of other
weapons. As long as the privateer is wearing a buckler
or wielding a boarding axe, cutlass, rapier, or onehanded firearm in one hand, he reduces the penalties
for fighting with two weapons by 1. He does not need to
be wielding the same weapon in each hand to gain this
benefit; a single one of the listed weapons is enough. At
12th level, he reduces the penalties for fighting with two
weapons by an additional 1.
Jolly Roger (Ex): At 5th level, a privateer gains a
specialized flag which represents his ship and his
crew. As long as the privateer and his crew are on a
ship displaying his flag or otherwise able to see the flag
(regardless of whether the flag is on the ship or not), they
gain a +2 morale bonus on Intimidate, Profession (sailor),
and Swim checks, a +2 morale bonus on saving throws
against fear effects, and a +1 morale bonus on attack
rolls. At 10th level and every five levels thereafter, these
bonuses increase by +1.
Privateer Ploys (Ex): As a privateer levels, he learns
several tricks, tactics, maneuvers and dirty deeds that
he uses in combat to aid his crew and strike fear into the
hearts of his foes. Unless otherwise specified, each ploy
can only be taken once.
A warlord privateer may choose to take a ploy in place
of a warlord bonus feat or gambit. A stalker privateer
may choose to take a ploy in place of a stalker art. This
ability does not cause the privateer class template to
be incompatible with other archetypes that alter the
warlords bonus feats or gambit class features, or the
stalkers stalker arts class feature.
Daring Gambit: The privateer learns one warlord
gambit (see the warlord class feature), using his privateer
initiation modifier instead of his Charisma modifier
for any relevant bonuses. In addition, whenever the
privateer succeeds on a gambit, he and each other ally
within 30 feet recover one expended maneuver. This
ploy can be taken multiple times; each additional time it
is taken, the privateer learns one new gambit.
Dazzling Gambit: Whenever the privateer succeeds on
a gambit, he can make an Intimidate check to demoralize
all opponents within 30 feet as a free action, even if it
isnt his turn.
Deadly Strike: The privateer gains the deadly strike
class feature (see the stalker class feature) as a stalker
of his level 4 (minimum 1d6 damage). The privateer
uses his privateer initiation modifier instead of his
Wisdom modifier to determine the duration of his
deadly strikes. If the privateer already has the deadly
strike class feature, this ploy instead increases the
damage of his deadly strikes by 1d6.
Gun Training: The privateer gains Amatuer
Gunslinger as a bonus feat, even if he does not meet
the prerequisites. He uses his privateer initiation
modifier instead of his Wisdom modifier to determine
the maximum amount of grit points he can have. In
addition, the privateer gains a grit feat of his choice as a
bonus feat. He must meet the prerequisites for this feat

60

as normal. If the privateer already has grit from another


ability, he gains Extra Grit as a bonus feat instead of
Amatuer Gunslinger, as normal (he can use his privateer
initiation modifier instead of his Wisdom modifier if he
so wishes).
Laugh It Off: Once per day when the privateer fails a
Fortitude or Will save, he can reroll that saving throw as
a free action, even if it isnt his turn. He must take the
result of the second roll, even if it is worse. At 10th level
and again at 15th level, the privateer can use this ability
one additional time per day.
Red Shirt, Brown Pants: Once per encounter when the
privateer takes damage, he can grant his other allies
within 60 feet gain a bonus on damage rolls equal to his
privateer initiation modifier for 1d6 rounds as a free
action, even if it isnt his turn.
Salt in the Wound: The privateer gains Improved
Dirty Trick and Greater Dirty Trick as bonus feats, even
if he does not meet their prerequisites.
Sea Legs: The privateer gains a +1 bonus on saving
throws
against
effects

Path of War Expanded


that would cause him to become sickened, nauseated,
fatigued, or exhausted. At 5th level and again at every
five levels thereafter, this bonus increases by +1.
Sea Combat: The privateer can treat ranged attacks
with firearms against adjacent opponents as melee
attacks in every way. He may initiate strikes and use
feats and abilities that normally only apply to melee
attacks (such as Power Attack) with such attacks, and
uses his Strength modifier to determine his attack bonus
instead of his Dexterity modifier. He adds his Strength
modifier to damage rolls as normal for a melee weapon
of the firearms handedness. The privateer may treat
one-handed firearms as light weapons for the purpose
of the Weapon Finesse feat, the penalties for fighting
with two weapons, and similar effects. He does not
provoke attacks of opportunity when making attacks in
this manner, and may not use feats that normally only
apply to ranged weapons while treating a firearm as
a melee weapon. In addition, the privateer can reload
a one-handed firearm while wielding another weapon
in his other hand, and does not provoke attacks of
opportunity while doing so.
Sneak Shot: Once per round when the privateer makes
a full attack using a melee weapon, he can draw and fire
a loaded one-handed firearm as a free action. The attack
with the firearm must be made against one of the targets
of the privateers full attack, and does not provoke an
attack of opportunity.
Terrifying Brutality: Whenever the privateer reduces
an opponent to 0 hit points, he can terrify another
opponent within 30 feet as a swift action. That creature
must succeed at a Will save (DC 10 + 1/2 the privateers
class level + the privateers initiation modifier) or cower
for one round. This is a mind-affecting fear effect.
Terrifying Strike: Whenever the privateer successfully
hits an opponent with a deadly strike, that creature must
succeed at a Will save (DC 10 + 1/2 the privateers class
level + the privateers initiation modifier) or become
shaken for one round. If the target is already shaken or
demoralized, they instead become frightened for one
round. This is a mind-affecting fear effect.

Warpath Follower

The followers of a Warpath can be found among the


servants of any and all gods, although they are certainly
more common among the followers of warlike gods.
Those who follow a warpath give up some of their
spellcasting proficiency in order fight for the causes of
their god with greater effectiveness.

Converting Your Character


The warpath follower is a class template suitable for
use with the inquisitor and warpriest classes. When
converting a character to a warpath follower, the
character loses or changes the following class features:

Inquisitor
The inquisitor gives up the judgement, second
judgement, third judgement, and true judgement
class features.
The inquisitor has one fewer spell per day of each
spell level he can cast. If this would reduce his spells
per day to 0, he may only cast bonus spells that he
received of that level due to a high Wisdom score.

Warpriest
The warpriest gives up the focus weapon, sacred
weapon, sacred armor, and aspect of war class
features.
The warpriest prepares one fewer spell per day of
each spell level he can cast. If this would reduce his
spells prepared to 0, he may only prepare bonus
spells that he received of that level due to a high
Wisdom score.
Weapon and Armor Proficiency: A warpath follower
gains proficiency with his deitys favored weapon (if
any) or a single martial weapon of his choice in addition
to his standard weapon proficiencies. This weapon is his
favored weapon for the purpose of his warpath follower
class features.
Maneuvers: A warpath follower begins his career
with knowledge of three martial maneuvers. When he
takes his first warpath follower level, he selects three of
disciplines for which his favored weapon is a discipline
weapon to gain access to. If the warpath follower does
not have these disciplines associated skills as class skills,
he gains them as class skills.
Once the warpath follower knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by warpath followers is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A warpath
followers maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The warpath follower learns additional maneuvers
at higher levels, as indicated on Table 2-4: Warpath
Maneuver Progression. The maximum level of
maneuvers gained through warpath follower levels is

61

Path of War Expanded


Granted Maneuvers and Alternate Recovery Methods
If a warpath follower uses the Lightning Recovery or Victorious Recovery feats (or a similar method) to recover a
maneuver, it is immediately added to his currently granted maneuvers.
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A warpath
follower must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
warpath follower can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers

62

he knows; the warpath follower need not replace the


old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
warpath followers initiation modifier is Wisdom, and
each warpath follower level is counted as a full initiator
level.
Maneuvers Readied: A warpath follower can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. A warpath follower must always ready his
maximum number of maneuvers readied. He readies
his maneuvers by meditating or praying to his deity for
ten minutes. The maneuvers he chooses remain readied
until he decides to practice again and change them. The
warpath follower does not need to sleep or rest for any
long period of time in order to ready his maneuvers; any
time he spends ten minutes practicing, he can change his
readied maneuvers.
A warpath follower begins an encounter with all his
readied maneuvers unexpended, regardless of how
many times he might have already used them since he
chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
Unlike other martial disciples, warpath followers rely
on flashes of divine inspiration to inform their strategy
in combat. Because of this, they do not have full control
over their readied maneuvers; when a warpath follower
readies his maneuvers, he selects one of his readied
maneuvers to be immediately granted to him for use at
any time (when this maneuver is used outside of combat,
it recovers on its own in the following round), with the
rest of his initially randomized maneuvers waiting to
be granted in combat. The remainder of his readied
maneuvers are withheld and currently inaccessible until
combat begins. If he is able to act in a surprise round
when combat begins, he is granted his maneuvers then
as normal, but if he is caught unaware, he must wait
until his initiative before his maneuvers are granted
(beyond the initial one). At the end of each of his combat
turns, one previously withheld maneuver (randomly
determined) is granted to him, and thus becomes
accessible for his next turn and subsequent turns. He can
freely choose to initiate any maneuver that is currently
granted when his turn begins, but he cannot initiate a
withheld maneuver. If the warpath follower chooses not
to employ a maneuver in a given round, his currently
granted maneuvers remain available, and a previously
withheld maneuver is granted, as described above. In
other words, it doesnt matter if he uses his maneuvers

Path of War Expanded


or notat the end of each of his turns, one withheld
maneuver from his selection of readied maneuvers
is granted to him. Over the course of a few rounds, all
the warpath followers maneuvers will eventually be
granted.
A warpath follower can change the readied maneuvers
he has chosen to be immediately granted for use at any
time by spending one minute in prayer.
If, at the end of the warpath followers turn, he cannot
be granted a maneuver because he has no withheld
maneuvers remaining, he recovers all expended
maneuvers, and a new group of readied maneuvers
is granted to him, replacing his previously granted
maneuvers if any remain unspent. He selects one of his
choice and gains the remainder of granted maneuvers
as randomized selections, as noted below. At the end
of his next turn, a withheld maneuver is granted to the
warpath follower, and the process of inspiration begins
again.
At 4th level and again at 10th, 15th, and 20th levels, the
number of maneuvers granted to the warpath follower
at the beginning of an encounter and when he recovers
his maneuvers increases by one. Unlike the warpath
followers initial granted maneuver, these additional
maneuvers are randomly determined (for example,
at the beginning of an encounter, a 4th level warpath
follower would choose one maneuver to have access to,
then randomly be granted one more).
Alternatively, a warpath follower can speak a brief
prayer, recovering a single expended maneuver as a
standard action. If the warpath follower cannot ready
his full allotment of readied maneuvers, he loses the
ability to automatically recover his expended maneuvers
and can only recover maneuvers by spending a standard
action.
Stances Known: A warpath follower begins his career
with knowledge of one stance from any discipline open
to warpath followers. At 4th, 7th, 11th, and 13th levels, he
can select an additional stance to learn. The maximum
level of stances gained through warpath follower
levels is limited by those listed in Table 2-4: Warpath
Maneuver Progression. Unlike maneuvers, stances are
not expended and the warpath follower does not have
to ready them. All the stances he knows are available
to him at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a warpath follower cannot
learn a new stance at higher levels in place of one he
already knows.
Divine Focus Weapon (Ex): At 1st level, a warpath
follower is given insight into combat by his deity, granting
him knowledge of how to use weapons more effectively.
He gains Weapon Focus with his favored weapon, even
if he does not meet the prerequisites. In addition, if the
warpath follower can cast divine spells, he may use his
favored weapon as a divine focus.

Table 2-4: Warpath Maneuver Progression

Level

Known

Readied

Stances

Maximum
Maneuver
Level Known

1st

3 (1)

2nd

3 (1)

3rd

3 (1)

4th

4 (2)

5th

4 (2)

Maneuvers

6th

4 (2)

7th

4 (2)

8th

4 (2)

9th

4 (2)

10th

5 (3)

11th

5 (3)

12th

5 (3)

13th

10

5 (3)

14th

11

5 (3)

15th

11

6 (4)

16th

12

6 (4)

17th

13

6 (4)

18th

14

6 (4)

19th

14

6 (4)

20th

15

7 (5)

Controlled Insight (Ex): Starting at 4th level, a


warpath follower is better able to understand the needs
and desires of his deity. When he readies his maneuvers,
he selects two to be granted to him at all times, rather
than one. In addition, when he recovers all his expended
maneuvers as a result of having no withheld maneuvers
left, he chooses two of the new granted maneuvers rather
that one, then randomly determines any additional
maneuvers granted as normal.

63

Path of War Expanded


Chapter 3: Prestige Classes
In this section are a trio of new martial disciple prestige
classes to expand your game world further. The animus
adept takes the new animus system with its use of martial
glyphs to a new level of party support. The landskneckt
brings a powerful boost to einhander combat styles and
defensive abilities, and the phoenix champion brings the
fires of purity by way of Solar Wind and Silver Crane to
ranged combat.
Some of these prestige classes learn specialized
maneuvers and stances from their class features (such
as the phoenix champions p
hoenix wing strike). Though
these are considered maneuvers for the purposes of
feats, effects, and abilities, they are exclusive to the
prestige classes in question, and cannot be learned
through the Advanced Study feat or similar effects. In
addition, a character who unlocks these maneuvers can
always ready and initiate them, even if their initiator
level would not be high enough to use a maneuver of
that level or if they do not have access to the disciplines
in question. A member of these prestige classes does
not lose access to these maneuvers if they trade away a
discipline when they join a martial tradition, and cannot
trade them for new maneuvers when doing so.

Animus Adept

Some martial disciples seek the power of raw arcane


energies, known to those in martial circles as animus,
and learn methods to channel it. Others are born with
it and choose to bend it inwards for martial pursuits
and become animus adepts, others dally with it while
maintaining other professions before coming to embrace
it as a source of raw arcane talent. Whatever the path
that led to their discovery and mastery over their power,
animus adepts are skilled warriors that are able to
blend their talents with glyph manipulation and martial
maneuver to produce a variety of wild effects that blur
the line between what is magic and what is pure martial
skill.
Hit Die: d8.

REQUIREMENTS

To qualify to become an animus adept, a character must


fulfill all the following criteria.
Skills: Knowledge (martial) 5 ranks, Spellcraft 5 ranks.
Feats: Animus Healing.
Initiating: Ability to initiate maneuvers, initiator level
5th.
Special: Must possess an animus pool (either by a
class feature or the Tap Animus feat).

64

CLASS SKILLS

The animus adepts class skills are Craft (Int), Knowledge


(all) (Int), Profession (Wis), Spellcraft (Int), and Use
Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

CLASS FEATURES

The following are the class features of the animus adept.


Weapon and Armor Proficiency: Animus adepts gain
no additional weapon or armor proficiencies.
Maneuvers: At every even level, an animus adept
gains a new maneuver known. His available disciplines
for these maneuvers are Elemental Flux and three of his

Path of War Expanded


Table 3-1: Animus Adept
Maneuvers

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Known

Readied

Stances

1st

+0

+0

+0

+1

Animus, martial glyphs (basic)

Special

2nd

+1

+1

+1

+1

Mystical prowess

3rd

+2

+1

+1

+2

Martial glyphs (advanced)

4th

+3

+1

+1

+2

Mass martial glyphs

5th

+3

+2

+2

+3

Martial glyphs (master), runic singularity

previously available disciplines, chosen when he takes


his first animus adept level. He must meet a maneuvers
prerequisites to learn it, as normal. He adds his full
animus adept level to his initiator level to determine
his total initiator level and his highest-level maneuvers
known.
At 2nd level and again at 5th level, an animus adept
gains an additional maneuver readied.
Stances: At 4th level, an animus adept learns a new
stance from any of the disciplines available to him as an
animus adept. He must meet the stances prerequisites to
learn it, as normal.
Animus (Su): At 1st level, an animus adept gains an
animus pool similar to a mystics. Outside combat, an
animus adept has no animus to spend. When the animus
adept enters combat, he gains an animus pool equal to 1
+ his highest initiation modifier (minimum 1) at the start
of his first turn, and adds one point of animus to her
animus pool at the start of each of his turns thereafter.
His animus pool persists for one minute after the last
enemy combatant is defeated or the encounter otherwise
ends. At the end of any round in which the animus adept
initiates a maneuver, he adds an additional point of
animus to her pool. Certain abilities, such as some class
features, maneuvers, and feats, require the animus
adept to expend points of animus to use.
If the animus adept previously had levels in the mystic
class or another class that grants an animus pool, he
instead adds his animus adept level to his levels in that
class to determine its strength, potentially gaining more
powerful maneuver augments or increasing the amount
he can spend on such augments. If the animus adept
possesses the Tap Animus feat, it is exchanged for the
Extra Animus feat as normal.
Martial Glyphs (Su): At 1st level, an animus adept
learns to use primal magic to funnel his uncontrolled
arcane energies through elemental concepts. These
concepts encapsulate base principles of arcane magic,
the building blocks upon which actual spells are formed,
and when the animus adept combines these building
blocks with his physical abilities, he can channel them
into martial glyphs. When he enters this class, an animus
adept learns five basic glyphs, and learns three new
glyphs at each animus adept level thereafter. Each time

the animus adept gains a new level in this class, he can


exchange a single known glyph for any other glyph he
could learn. At 1st level, he can only learn basic glyphs.
At 3rd level, he gains the ability to learn advanced glyphs,
and at 5th level, he can learn master glyphs.
The animus adept can cast a glyph as a free action
once per round when he hits with a strike. Alternatively,
he can cast a glyph as a swift action. In either case,
casting a glyph costs one point of animus and affects
a single creature within close range (25 feet + 5 feet
per 2 initiator levels). Unless otherwise noted, a glyph
lasts for a number of rounds equal to 1 + the animus
adepts highest initiation modifier (minimum 1 round).
If a glyph allows a saving throw, its save DC is 10 + 1/2
the animus adepts initiator level + the animus adepts
highest initiation modifier.
Repeated applications of the same glyph do not stack
with each other or change their duration. Glyphs that
deal energy damage or grant energy resistance use the
animus adepts choice of his active energy type (if he is
psionic) or his active elements associated energy type.
If the animus adept does not have an active element, he
gains one, as if he knew maneuvers from the Elemental
Flux discipline. Once a glyph is cast, it maintains the
element that it was cast with, if any. A character with
the Spellcraft skill can identify glyphs as they are cast,
treating the animus adepts class level as their effective
spell level.
Mystical Prowess: Starting at 2nd level, an animus
adept adds his class level to Knowledge (martial) and
Spellcraft checks to identify martial maneuvers, powers,
spells, and glyphs. In addition, if the animus adept
possesses the elemental glyphs or candle magic class
features, he adds his animus adept level to his mystic
level to determine their effectiveness of those abilities.
Mass Martial Glyphs (Su): At 4th level, an animus
adepts control over his roiling arcane might is such that
he can become a living font of animus-infused glyphs. As
a full-round action, the animus adept can cast a martial
glyph against a number of allies within 30 feet equal to
his highest initiation modifier.
Runic Singularity (Su): At 5th level, the animus adept
gains the ability to cast a martial glyph against a target
within close range as part of the initiation action of a

65

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boost or when he changes his stance. In addition, he
adds one additional point of animus to his animus pool
at the start of each of his turns in a combat.

Martial Glyphs
The following are the glyphs available to an animus
adept. Unless otherwise noted, these effects last for
the duration of the glyph or until the glyph otherwise
expires (see the individual glyphs for more details).

Basic Glyphs

Elemental Shield: The affected ally gains energy


resistance to the animus adepts active elements
associated energy type equal to the animus adepts
initiator level.
Blinding Blade: The next time the affected ally hits
with a martial strike, critical hit, deadly strike, or sneak
attack, their target must succeed at a Reflex save or
become blinded for one round. Regardless of whether or
not the target succeeds on their save, this glyph expires
once used.
Elemental Weapon: The affected allys attacks deal an
additional 1d6 points of damage of your active elements
associated energy type per six initiator levels you possess
(up to a maximum of 3d6).
Dead Steel: The affected allys attacks deal an additional
1d6 points of negative energy damage per six initiator
levels the animus adept posseses (up to a maximum
of 3d6). Against creatures of the fey type, this damage
increases to 1d8 per six initiator levels (up to a maximum
of 3d8). Undead creatures and other creatures healed by
negative energy do not take this additional damage and
are not healed by it.
Deflective Armor: The affected allys natural armor
bonus to their AC increases by +2. This bonus increases
by +1 for every six initiator levels the animum adept
possesses (up to a maximum of +5).
Evasive Armor: The next time the affected ally succeeds
on a Reflex save against an effect that allows a partial
effect on a successful saving throw, they are instead
completely unaffected. This glyph expires once used.
Ferrous Shell: The affected ally is protected by a crude
but non-restrictive metal shell, granting them a +5 armor
bonus to their AC. The shell weighs 10 pounds and does
not count as armor.
Flowing Blade: The affected ally rolls twice against a
creatures miss chance and uses the better result.
Ghost Armor: The affected allys armor and shield gain
the benefits of the ghost touch special ability.
Ghost Eating Blade: The affected allys weapons gain
the benefits of the ghost touch special ability.
Shadowmeld: The affected ally is surrounded by a
layer of protective, smoky concealment, granting them
gain concealment (20% miss chance) against opponents.

Advanced Glyphs

Corpse Strength: The affected ally gains a +4 profane


bonus to Strength and a +2 bonus on saving throws

66

made to resist spells and effects that utilize negative


energy, inflict negative levels, deal ability damage or
ability drain, or inflict ability penalties. In addition, the
affected ally heals from negative energy damage and
takes damage from cure spells or similar effects, as if
they were an undead creature.
Death Shield: The affected ally gains resistance to
negative energy equal to the animus adepts initiator
level and a +4 bonus on saves against energy drain and
negative energy effects.
Elemental Armor: A creature that hits the affected ally
with a melee attack take 2d6 points of damage of the
animus adepts active elements associated energy type.
Hardened Armor: The affected ally gains damage
reduction 5/adamantine.
Illusionary State: The affected ally gains the benefits of
a mirror image spell, using the animus adepts initiator
level as the caster level. This glyph expires once each
image has been destroyed.
Spirit Stride: As a free action, the affected ally can
teleport to any unoccupied space they can see within 5
feet per two initiator levels. The ally does not require
line of effect, and this glyph expires once used.
Spiritual Anchor: In order to affect a creature with
this glyph, the animus adept must have hit them with a
martial strike as part of casting it, or must hit them with
a ranged touch attack if he did not cast it during a strike.
The target is affected as if by a dimensional anchor spell.
Wind Speed: The affected ally gains the benefits of a
haste spell (+1 to attack rolls, AC, and Reflex saves, a +30foot enhancement bonus to movement speeds, and one
extra attack when making a full attack).

Master Glyphs

Dispelling Burn: This glyph acts as a targeted greater


dispel magic spell against the target, with a caster level
equal to the animus adepts initiator level. The target
takes 1d4 points of damage for each level of the spell or
effect dispelled by this ability.
Drowning Curse: The target chokes and gasps,
becoming nauseated and unable to speak or perform
the verbal components of spells. The target can attempt
a Fortitude save at the start of each of their turns while
they are affected by this glyph; if they succeed, they can
ignore its effects and act normally for one round.
Fortified Heart: The affected allys vital areas become
as hard as the hardest stones, and they become immune
to critical hits and sneak attacks.
Gravity of Iron: This glyph can only be cast against
creatures who are made of metal or wearing metal
armor. The target must succeed at a Fortitude save or
become paralyzed and knocked prone. At the end of
each of its turns while paralyzed by this glyph, the target
can attempt another Fortitude save to end its effects.
Incandescent Array: The affected ally emits light as a
daylight spell in a dazzling array of colors, and attacks
against them suffer a 50% miss chance. Creatures that
do not rely on sight to aim their attacks are unaffected
by this miss chance.

Path of War Expanded


Wraithstrike: The target must succeed at a Will save
or gain 1d3 temporary negative levels until the end of
the encounter. Unlike normal negative levels, these
disappear after the encounter ends. A creature can only
suffer the effects of this glyph once at any given time;
if they are affected by another wraithstrike glyph, the
negative levels overlap, rather than stacking.

Landsknecht

The Landsknecht are elite mercenaries, travelling


warriors for hire who serve as auxiliary forces for armies
the world over. Whether in companies of their own
or as elite individual soldiers, the title of landsknecht
carries with it the weight of battlefield experience and
martial supremacy. Landsknecht are proficient with
many different weapons and military tactics, but many
prefer to use a sword and shield or to simply wield a
sword in a one handed style. The most elite landsknecht
serve as bodyguards to kings, generals and standard
bearers, where their skill at fending off large numbers
of enemies makes them especially suited for such tasks.
Such soldiers often command double or even triple the
pay of their peers, and their skill at arms more than
makes them worth the cost.
Hit Die: d10.

REQUIREMENTS

To qualify to become a landsknecht, a character must


fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Quick Draw, Combat Reflexes.
Initiating: One Mithral Current or Scarlet Throne
maneuver known, initiator level 5th.

CLASS SKILLS

The landsknechts class skills are Acrobatics (Dex), Bluff


(Cha), Diplomacy (Cha), Intimidate (Cha), Perform
(dance) (Cha), Sense Motive (Wis), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

The following are the class features of the landsknecht.


Weapon and Armor Proficiency: Landsknechts gain
no additional weapon or armor proficiencies.
Maneuvers: At every even level, a landsknecht gains
a new maneuver known. His available disciplines for
these maneuvers are Mithral Current, Scarlet Throne,
and two of his previously available disciplines, chosen
when he takes his first landsknecht level. He must meet
a maneuvers prerequisites to learn it, as normal. He
adds his full landsknecht level to his initiator level to
determine his total initiator level and his highest-level
maneuvers known.
At 3rd level and again at 6th level and 9th level, a
landsknecht gains an additional maneuver readied.
Stances: At 4th level and again at 6th level and 10th
level, a landsknecht learns a new stance from any of the
disciplines available to him as a landsknecht. He must

meet the stances prerequisites to learn it, as normal.


Threatening Demeanor (Ex): A landsknechts
fierce reputation and extensive training follows them
wherever they go. Even unarmed, they engender fear
and awe from those around them. Starting at 1st level, a
landsknecht is considered to be threatening all squares
within reach of his weapon, even if it is sheathed.
Strength of Arms (Ex): At 1st level, a landsknecht
learns to deliver maximum power with his one-handed
weapon. As long as the landsknecht only attacks with
a single weapon wielded in one hand during a round,
he adds 1-1/2 times his Strength modifier to damage
instead of his Strength modifier, as if he was wielding
the weapon in two hands.
Never Outnumbered (Ex): The landsknechts elite
training makes them ideally suited for fighting against
the odds. Starting at 2nd level, a landsknecht gains
a +1 bonus on attack and damage rolls whenever he
threatens two or more opponents. This bonus increases
by +1 at 5th level and again at 8th level.
Uncanny Dodge (Ex): At 2nd level, a landsknecht
gains the ability to react to danger before his senses
would normally allow him to do so. He cannot be caught
flat-footed, nor does he lose his Dexterity bonus to AC if
the attacker is invisible. He still loses his Dexterity bonus
to armor class if immobilized. A landsknecht with this
ability can still lose his Dexterity bonus to armor class
if an opponent successfully uses the feint action against
him.
If a landsknecht already has uncanny dodge from
a different class, he automatically gains improved
uncanny dodge (see below) instead.
Surprising Strike (Su): At 3rd level, a landsknechts
combat prowess is such that he can initiate strikes even
with only the barest amount of preparation. Once per
day, the landsknecht can use a strike with an initiation
action of 1 standard action in place of an attack of
opportunity. He can use this ability twice per day at 6th
level, and three times per day at 9th level.
Superior Reach (Ex): At 4th level, As long as the
landsknecht only attacks with a single weapon wielded
in one hand during his turn, he increases his melee
reach with that weapon by 5 feet.
Improved Uncanny Dodge (Ex): At 5th level and
higher, a landsknecht can no longer be flanked. This
defense denies a rogue the ability to sneak attack the
landsknecht by flanking him, unless the attacker has at
least four more rogue levels than the landsknechts class
level.
If a landsknecht already has uncanny dodge (see
above) from another class, the levels from the classes that
grant uncanny dodge stack to determine the minimum
rogue level required to flank the landsknecht.
Mobile Attacker (Ex): Starting at 5th level, the
landsknecht has mastered the ability to attack on the run,
taking advantage of any opening his maneuverability
creates. Once per round, the landsknecht can make a
melee attack as a free action against an opponent he

67

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Table 3-2: Landsknecht
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Maneuvers
Special

Readied

Stances

1st

+1

+1

+1

+0

Threatening demeanor, strength of arms

2nd

+2

+1

+1

+1

Never outnumbered, uncanny dodge

3rd

+3

+2

+2

+1

Surprising strike 1/day

4th

+4

+2

+2

+1

Superior reach

5th

+5

+3

+3

+2

Improved uncanny dodge, mobile attacker

6th

+6

+3

+3

+2

Surprising strike 2/day

7th

+7

+4

+4

+2

Silver crown strike

8th

+8

+4

+4

+3

Bait the dragon

9th

+9

+5

+5

+3

Surprising strike 3/day

10th

+10

+5

+5

+3

Stance of assured victory

threatens at any point in his movement when he takes


a move action or initiates a maneuver that allows him
to move as part of its initiation action. He can use this
ability a number of times per encounter equal to his
highest initiation modifier.
Silver Crown Strike (Su): At 7th level, the landsknecht
learns one of the most powerful secret techniques known
to man. He adds silver crown strike to his maneuvers
known, even if he cannot normally learn a maneuver of
its level, and can ready and initiate it as normal.
Bait the Dragon (Ex): At 8th level, a landsknechts
confidence and skill is such that he doesnt just seize
openings from his opponentshe creates them. As a
swift action, the landsknecht can choose to take a 4
penalty to AC for one round. If he does so, any melee
attack made against him for one round provokes an
attack of opportunity from the landsknecht. These
attacks of opportunity are resolved after the attack that
provoked them.
Stance of Assured Victory (Ex): At 10th level, a
landsknecht learns the ultimate stance of military
combat. As a swift action, he can abandon his current
stance to assume the stance of assured victory stance.
This ability is considered to be an 8th-level stance of the
Mithral Current and Scarlet Throne disciplines. While
the landsknecht maintains this stance, he and his allies
within 30 feet gain a circumstance bonus on attack rolls
equal to his highest initiation modifier. In addition,
whenever an opponent within 30 feet of the landsknecht
attacks an ally, they provoke an attack of opportunity
from any ally other than the target who is also within
30 feet of the landsknecht. This attack of opportunity
can be made even if the opponent is not within that
allys melee reach. An attack can only provoke one
such attack of opportunity in this way.

68

Known

Path of War Expanded


SILVER CROWN STRIKE
Discipline: Scarlet Throne and Mithral Current (Strike)
Level: 7
Prerequisites: Landsknecht level 7th
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a single swing of your blade, you strike your foe
with the force of a thousand blows. Although you only
swing your sword once, you make a number of attacks
with a single weapon against the target as if you had
made a full attack against them. These attacks deal
weapon damage as normal, except that the damage
from all hits is totalled before applying damage
reduction, resistances, or immunities. If any of the
attacks is a successful critical hit, the total damage from
the entire strike is multiplied. You can only confirm one
critical hit in this way. If you drew your weapon as part
of this strike, you gain a circumstance bonus on critical
confirmation rolls for these attacks equal to your
initiation modifier.

Phoenix Champion
The Phoenix Champions are a loose organization of
master archers and thrown weapon users dedicated
to spreading the light of the sun into the deepest and
darkest places of the world. Though not necessarily
religious in nature, the organization reveres the phoenix
as a symbol of the sun and of life. Phoenix Champions
often work as travelling heroes, moving from place to
place at a whim and putting down any evil they find
there with fire, both in the form of actual flames and in
terms of the sheer amount of ammunition they unload.
Though the Phoenix Champions may seem the type to
stand boldly before any odds, unyielding forces or foes
which oppose them, they are generally more practical
about their heroism than other champions of good. A
Phoenix Champion is just as likely to sneak into a city
or abandoned mausoleum undetected and remove the
monster or villain with a single, unseen shot as they are
to announce their presence in a hail of flaming arrows
or spears. In short, the Phoenix Champions value results
more than methods.
The Phoenix Champions are made up of a large
variety of heroes. Stalkers and warlords are common, as
are mystics and the occasional warder who expresses
interest in ranged combat. But the Phoenix Champions
accept anyone with skill with a bow and a will to better
the world around them. With the advent of guns, some
Phoenix Champions have grown enamored of their
firepower and welcomed gunslingers and their like into
the fold.
Hit Die: d10.

REQUIREMENTS

To qualify to become a phoenix champion, a character


must fulfill all the following criteria.
Base Attack Bonus: +4.
Alignment: Any non-evil.
Feats: Point Blank Shot, Precise Shot, and either
Discipline Focus (Solar Wind) or Discipline Focus
(Tempest Gale).
Initiating: Ability to initiate maneuvers, initiator level
5th.

CLASS SKILLS

The phoenix champions class skills are Diplomacy (Cha),


Perception (Wis), Sleight of Hand(Dex), Sleight of Hand
(Dex), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

The following are the class features of the phoenix


champion.
Weapon and Armor Proficiency: Phoenix champions
gain no additional weapon or armor proficiencies.
Maneuvers: At every even level, a phoenix champion
gains a new maneuver known. His available disciplines
for these maneuvers are Solar Wind, Tempest Gale, and
two of his previously available disciplines, chosen when
he takes his first phoenix champion level. He must meet
a maneuvers prerequisites to learn it, as normal. He
adds his full phoenix champion level to his initiator level
to determine his total initiator level and his highest-level
maneuvers known.
At 3rd level and again at 6th level and 9th level, a
phoenix champion gains an additional maneuver
readied.
Stances: At 4th level and again at 6th level and 10th
level, a phoenix champion learns a new stance from
any of the disciplines available to him as a phoenix
champion. He must meet the stances prerequisites to
learn it, as normal.
Burning Bow (Su): Starting at first level, a phoenix
champion deals an additional 1d6 points of fire damage
on any ranged attack he makes as part of a maneuver.
This stacks with the flaming weapon special ability and
similar effects.
Eye of the Heavens (Su): Phoenix champions lead
the light into the darkest places of the world, and their
vision can pierce even the most opaque shadows. At 2nd
level, a phoenix champion gains darkvision with a range
of 60 feet. If he already has darkvision, the range of his
darkvision instead increases by 30 feet. At 5th level, the
phoenix champion gains blindsense with a range of 30
feet, and at 8th level, he gains the effects of the true
seeing spell out to a distance of 60 feet at all times.
Phoenix Wing Strike (Su): At 3rd level, a phoenix
champion learns the first of his orders secret maneuvers,
the phoenix wing strike. The phoenix champion can
expend a readied strike of any level as a standard action
to use this ability. When he does so, he creates a 30-foot

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70

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Table 3-3: Phoenix Champion
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Maneuvers
Special

Known

Readied

Stances

1st

+1

+1

+1

+0

Burning bow

2nd

+2

+1

+1

+1

Eye of the heavens (darkvision)

3rd

+3

+2

+2

+1

Phoenix wing strike

4th

+4

+2

+2

+1

Phoenixs cunning

5th

+5

+3

+3

+2

Eye of the heavens (blindsense)

6th

+6

+3

+3

+2

Greater phoenix wing strike

7th

+7

+4

+4

+2

Rising phoenix dance

8th

+8

+4

+4

+3

Eye of the heavens (true seeing)

9th

+9

+5

+5

+3

Cleansing flames

10th

+10

+5

+5

+3

Solar inspiration

cone of mystical fire and light that deals 1d6 points of


damage per initiator level to any creature caught within
the area. Half of this damage is fire damage and the
other half is sacred damage. Creatures caught within the
blast can make a Reflex save (DC 10 + 1/2 the phoenix
champions initiator level + the phoenix champions
highest initiation modifier) to take half damage. This
ability is considered to be a 5th-level strike of the Silver
Crane, Solar Wind, and Tempest Gale disciplines. Once
the phoenix champion has used this ability, he cannot
use it again until he recovers his maneuvers.
At 6th level, the phoenix champion further unlocks
the power of his order. When he expends a Silver
Crane, Solar Wind, or Tempest Gale maneuver to use
his Phoenix Wing Strike, he applies one of the following
effects to the blast:
Silver Crane: One ally within 30 feet of the phoenix
champion is healed a number of hit points equal to
1/2 the damage roll of the blast. If that ally is within
the area of the blast, they do not take damage from
it.
Solar Wind: Any creature that fails its save is also
blinded for one round.
Tempest Gale: The phoenix champion makes trip
attempt against each creature that fails its save.
He makes a single combat maneuver check with a
sacred bonus equal to his initiation modifier and
compares it to the CMDs of an affected creatures.
These combat maneuver attempts do not provoke
attacks of opportunity.
Phoenixs Cunning (Ex): Starting at 4th level, a
phoenix champion adds 1/2 his class level as a bonus on
combat maneuver checks made with ranged weapons.
Rising Phoenix Dance (Su): At 7th level, a phoenix
champion learns the signature stance of his society. As
a swift action, he can abandon his current stance to
assume the rising phoenix dance stance. This ability is
considered to be a 6th-level stance of the Silver Crane,

Solar Wind, and Tempest Gale disciplines. While the


phoenix champion maintains this stance, he gains a fly
speed equal to his land speed with good maneuverability
and gains a bonus on Fly checks equal to 1/2 his initiator
level. In addition, all allies within 30 feet gain the benefits
of the protection from evil spell and a +1 bonus on attack
and damage rolls against evil creatures for every three
phoenix champion levels.
Cleansing Flames (Su): At 9th level, a phoenix
champion gains access to the revitalizing fires of his
namesake legend. Whenever the phoenix initiates a
maneuver that requires a ranged attack, one ally within
60 feet of him can attempt another saving throw against
an ongoing condition affecting them. The DC for this
saving throw is the same as the original effect that
caused the condition, and a successful save ends the
condition. This ability cannot be used to end conditions
that allowed no saving throw.
Solar Inspiration(Ex): At 10th level, the light of
the sun fills the phoenix champion with wisdom and
fury. He gains a +10 insight bonus on Perception and
Diplomacy checks, and when he uses his phoenix wing
strike ability, the Reflex saving throw only halves the fire
damage from the blast.

71

Path of War Expanded


Chapter 4: Feats and Traits
Martial disciples cannot perform their amazing acts of
combat prowess by maneuver alone, and within this
section you find feats and traits to fill in the blanks to
make your martial disciple the best they can be. There
are traits that assist you with customizing how you
interact with your maneuver progression and the access
you have to disciplines and how multiclassing can
influence your initiator level. The feat section contains a
wealth of new combat feats, discipline-mixing feats, and
a whole line of style feats associated with each discipline
presented in Path of War and Path of War: Expanded.

Animus Healing (Combat)

TRAITS

You can use mental power to modulate the roiling


energies within your soul.
Prerequisites: Animus pool or equivalent ability
(such as a rubato bards tempo class feature or the Tap
Animus feat).
Benefit: When initiating maneuvers with a psionic
augment, you may spend points of animus as if they
were power points. In addition, you gain a reserve of
1 power point and the psionic subtype, allowing you to
take psionic feats, metapsionic feats, and psionic item
creation feats, and to gain psionic focus.

These traits are focused on expanding the ability of


initiators. While you do not necessarily have to be an
initiator to take them, their benefits are designed to
improve on a characters ability to use martial disciplines.
Agile Dancer (Social): You can make Perform (dance)
checks in place of Acrobatics checks, and can use the
higher of your Dexterity or Charisma modifiers when
making Perform (dance) checks.
Combat Training (Combat): You learn one 1st-level
maneuver from a discipline of your choice. If you are
not a member of an initiating class, you can ready this
maneuver by spending ten minutes practicing it, and
can recover it by taking a standard action to focus.
Your initiation modifier for this maneuver is the key
ability of its disciplines associated skill (for example, a
discipline with Acrobatics as its associated skill would
make Dexterity your initiation modifier), and your
initiator level for this maneuver is 1. If you can already
initiate other maneuvers or later gain the ability to, the
maneuver granted by this trait is added to your list of
maneuvers known, and you can recover it as normal
for your class. You cannot exchange this maneuver for
another maneuver as you level up, nor does it add its
discipline to your list of available disciplines.
Practiced Initiator (Combat): Pick an initiating
classyour initiator level in that class gains a +2 trait
bonus as long as this bonus does not raise your initiator
level above your current Hit Dice.
Unorthodox Method (Regional, Any): You trade
one of your class available disciplines for a different
discipline of your choice. You gain the new disciplines
skill as a class skill.

FEATS
Feats are the bread and butter of a characters fighting
style. They can drastically improve or alter a characters
capabilities, and initiators are no exception to this rule.

72

You can channel your animus into healing energies.


Prerequisites: Animus pool or equivalent ability
(such as a rubato bards tempo class feature or the Tap
Animus feat).
Benefit: Once per encounter, you can spend one point
of animus as a move action to heal 2d6 hit points. At 4th
level and every four levels thereafter, you can spend
one additional point of animus when you use this ability,
healing 2d6 hit points for each point spent.

Awakened Animus (Combat)

Battle Fervor (Combat)


Your divine powers provide ample courage for battle.
Prerequisites: Fervor, guardians shield, or lay on
hands class feature, ability to initiate maneuvers.
Benefit: When you use fervor or lay on hands to
heal yourself as a swift action or when you apply your
guardians shield to an ally, the next strike you initiate
deals additional damage equal to half the amount of
healing or temporary hit points granted.

Channeled Recovery
You are able to use divine energy recover.
Prerequisites: Channel energy class feature.
Benefit: When you use channel energy to heal allies,
allies in your channeled energy area may choose to forgo
half the healing to recover one expended maneuver.

Dark Allure (Combat)


Those you have Claimed by become distracted by your
presence.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you take a penalty on
attack rolls against creatures other than you equal to the
number of creatures you currently have Claimed.
Special: Characters with the Dark Authority feat
cannot take this feat.

Dark Authority (Combat)


Those you have Claimed tremble at the mere thought of
defying you.
Prerequisites: Ability to Claim creatures.

Path of War Expanded


Feats

Prerequisites

Benefit

Animus Healing

Animus pool or equivalent ability

Heal yourself with animus

Awakened Animus

Animus pool or equivalent ability

You can spend animus on power point augments

Battle Fervor

Fervor, guardians shield, or lay on hands


class feature; ability to initiate maneuvers

Deal additional damage on martial strikes after


healing or shielding an ally

Channeled Recovery

Channel energy class feature

Channel energy allows allies to recover a maneuver

Dark Allure

Ability to Claim creatures

Claimed creatures take a penalty on attacks against


other allies

Dark Authority

Ability to Claim creatures

Claimed creatures take a penalty on attacks against


you

Dark Presence

Ability to Claim creatures

Claimed creatures provoke attacks of opportunity


when taking 5-foot steps

Daisho Expertise

Proficiency with the katana or wakizashi

Use Dex instead of Str on attack rolls with katanas


and wakizashi, and increase their damage dice

Electrum Manticore

Two Golden Lion maneuvers known, two


Silver Crane maneuvers known

Initiate Golden Lion boosts when entering Silver


Crane stances, and vice-versa

Elemental Current

Quick Draw, two Elemental Flux


maneuvers known, two Mithral Current
maneuvers known

Make opponents vulnerable to elemental damage


instead of silver

Elemental Focus

Elemental attunement class feature or one


Elemental Flux maneuver known

Specialize in one element to partially ignore resistance


and immunity to it

Elemental Sun

Two Elemental Flux maneuvers known, two Solar Wind maneuvers while in an Elemental Flux
Solar Wind maneuvers known
stance reduce energy resistance on hit

Enduring Protector

Combat Reflexes, Martial Power

Gain temporary hit points when you reduce


an opponent to 0 hit points with an attack of
opportunity

Eternal Hourglass

Two Eternal Guardian maneuvers known,


two Riven Hourglass maneuvers known

While in a Riven Hourglass stance, initiate an Eternal


Guardian counter for free once per encounter

Extra Animus

Must possess an animus pool

Increase your starting animus total

Extra Conviction

Conviction class feature

Gain an additional conviction

Extra Granted Maneuver

Granted maneuvers, initiator level 3rd

Gain an additional granted maneuver at the start of


combat

Extra Presence

Tactical presence class feature

Gain an additional tactical presence

Feral Goddess

One Sleeping goddess maneuver known,


ability to manifest a psionic power that
grants natural weapons (such as claws of
the beast or metamorphosis)

Reduce the cost of powers that grant natural


weapons by 1, and treat those natural weapons as
magic

Flowing Mithral Fist

Improved Unarmed Strike, one Mithral


Current stance known

Your unarmed strikes are treated as silver weapons,


and you can sheath them for free once per round

Forge of the Goddess

One Sleeping Goddess maneuver known,


ability to manifest call weaponry

Reduce the cost of call weaponry by 1, and always


treat the called weapon as a Sleeping Goddess
discipline weapon

Giant Slayer

You dont provoke attacks of opportunity from


creatures you charge, and deal additional damage to
creatures larger than you

Grasp of Darkness

Dark claim class feature

Claim an additional creature and recover an


additional maneuver when Claiming creatures

Haft Strike

Base attack bonus +5

Take a 2 penalty to AC to attack adjacent creatures


with a reach weapon

73

Path of War Expanded


Feats

Prerequisites

Benefit

Hone Weapon

Knowledge (martial) 3 ranks

Sharpen weapons to increase their effectiveness

Improved Blade Meditation

Blade meditation class feature, mystic level


7th

Use blade meditation as a standard action

Improved Quick Draw

Quick Draw

Threaten with sheathed weapons, and sheath


weapons immediately after attacks of opportunity

Lurker in Darkness

Stealth 6 ranks

Use Stealth to hide from unusual senses

Malevolence

Ability to Claim creatures

Curse and penalize Claimed creatures

Mass Murder

Massacre class feature

Use massacre an additional time per encounter

Mirror of the Moon

Two Shattered Mirror maneuvers known,


two Veiled Moon maneuvers known, ability
to initiate maneuvers of 4th level or higher

Leave behind a major image when you use a


maneuver to teleport

Mixed Combat

Quick Draw, base attack bonus +6

Blend ranged and melee attacks without provoking


attacks of opportunity

Molten Silver Strike

Quick Draw, two Mithral Current


maneuvers known, two Solar Wind
maneuvers known

Use Solar Wind boosts with Mithral Current wave


strikes

Pikemans Training

Base attack bonus +1

Wield a polearm in one hand while using a shield

Pinning Arrow

Point-Blank Shot, Precise Shot

Pin a target in place instead of a normal attack

Polearm Dancer

Perform (dance) 1 rank, base attack bonus


+1

Use Dex instead of Str on attack rolls with polearms


and spears

Prodigious Two-Weapon
Fighting

Str 13

Use Str instead of Dex for meeting Two-Weapon


Fighting prerequisites, and treat one-handed weapons
as light weapons

Seize the Opportunity

Combat Reflexes, base attack bonus +1

Take an attack action when you take an attack of


opportunity instead of a normal attack

Sin Eater

Ability to Claim creatures

Gain temporary hit points when a Claimed creature is


reduced to 0 hit points

Silver Fang Initiate

Quick Draw, two Mithral Current


maneuvers known, two Steel Serpent
maneuvers known

Increase ability damage from Steel Serpent


maneuvers against creatures vulnerable to silver

Tap Animus

You may not possess the animus class


feature

Gain an animus pool

Unhindered Way

Speed of Thought, proficiency with


medium armor

Move at normal speed in medium and heavy armor

Variable Wind

One Solar Wind maneuver known, one


Solar Wind stance known

Change the damage type of your Solar Wind


maneuvers by changing your active element

Weaken the Prey

One Cursed Razor, Eternal Guardian or


Steel Serpent maneuver known

Cursed, diseased, or ability damage creatures are


penalized on saves against your maneuvers

Winds of War

Ability to Claim creatures

Your speed increases based on the number of


creatures you have Claimed

Zealous Blade

Enhanced mind blade class feature, zeal


class feature

Add 1/2 your zealot level to your soulknife level for


determining soulknife class features

Style Feats

Prerequisites

Benefit

Black Seraph Style

Intimidate 3 ranks, one Black Seraph


stance known

Gain bonuses against fearful creatures

Black Seraph Style, Intimidate 7 ranks

Treat fearful creatures as good-aligned for dealing


profane damage to them

Black Seraph Style, Black Seraphs


Malevolence, Intimidate 11 ranks

Nearby creatures stop being immune to fear

Black Seraphs Malevolence


Black Seraph Annihilation

74

Path of War Expanded


Style Feats

Prerequisites

Benefit

Broken Blade Style

Improved Unarmed Strike, Acrobatics 3


ranks, one Broken Blade stance known

Unarmed strikes ignore 1/2 your character level in


damage reduction and hardness

Broken Blade Style, Acrobatics 7 ranks

Once per round, sunder armor as a free action when


you hit with an unarmed strike

Broken Blade Style, Broken Blade Crush,


Acrobatics 11 ranks

Once per round, make a combat maneuver attempt


as a free action when you hit with an unarmed strike

Broken Blade Crush


Broken Blade Rhythm
Cursed Razor Style
Cursed Razor Plague

Spellcraft 3 ranks, one Cursed Razor stance Deal additional bleed damage to cursed creatures
known
Cursed Razor Style, Spellcraft 7 ranks

Curse additional creatures

Cursed Razor Style, Cursed Razor Plague,


Spellcraft 11 ranks

Once per round, when you hit a cursed creature,


make an additional attack against a different cursed
creature

Spellcraft 3 ranks, one Elemental Flux


stance known

Once per round, change your active element as a free


action

Elemental Flux Style, Spellcraft 7 ranks

Deal additional damage after changing your active


element

Elemental Flux Style, Elemental Flux Shift,


Spellcraft 11 ranks

Your weapons become elemental burst

Intimidate 3 ranks, one Eternal Guardian


stance known

Combat maneuvers curse creatures

Eternal Guardian Oath

Eternal Guardian Style, Intimidate 7 ranks

Expend a counter to penalize the attacks of cursed


creatures

Eternal Guardian
Endurance

Eternal Guardian Style, Eternal Guardian


Oath, Intimidate 11 ranks

Recover a maneuver when you reduce a cursed


creature to 0 hit points

Diplomacy 3 ranks, one Golden Lion


stance known

Once per round, make an attack of opportunity


against a flanked creature an ally misses

Golden Lion Style, Diplomacy 7 ranks

Expend a counter to move towards and attack a


creature that charges an ally and misses

Golden Lion Style, Golden Lion Charge,


Diplomacy 11 ranks

Expend a counter to grant allies temporary hit points

Bluff 3 ranks, proficiency with shields, one


Iron Tortoise stance known

Shield bashes deal damage as if you were one size


larger

Iron Tortoise Style, Bluff 7 ranks

Gain evasion when you initiate counters

Cursed Razor Massacre

Elemental Flux Style


Elemental Flux Shift
Elemental Flux Explosion
Eternal Guardian Style

Golden Lion Style


Golden Lion Charge
Golden Lion Command
Iron Tortoise Style
Iron Tortoise Shell
Iron Tortoise Snap
Mithral Current Style
Mithral Current Flow
Mithral Current Slice
Piercing Thunder Style
Piercing Thunder Push

Iron Tortoise Style, Iron Tortoise Shell, Bluff Make additional attacks when you hit with shield
13 ranks
bashes
Quick Draw, Perform (dance) 3 ranks, one
Mithral Current stance known

Feint as a swift action using Perform (dance) while


you have a sheathed weapon

Mithral Current Style, Perform (dance) 7


ranks

Once per round, move 10 feet when an attack misses


you

Mithral Current Style, Mithral Current


Flow, Perform (dance) 11 ranks

Your first attack in a round you drew a weapon treats


the target as vulnerable to silver

Acrobatics 3 ranks, one Piercing Thunder


stance known

Creatures provoke attacks of opportunity when


entering squares you threaten with a reach weapon

Piercing Thunder Style, Acrobatics 7 ranks

Ready spears and polarms as if they had brace, and


push creatures you hit back when you do

Piercing Thunder Trample Piercing Thunder Style, Piercing Thunder


Push, Acrobatics 13 ranks

Bull rush and overrun creatures you charge while


wielding a Piercing Thunder discipline weapon

75

Path of War Expanded


Style Feats

Prerequisites

Benefit

Primal Fury Style

Survival 3 ranks, one Primal Fury stance


known

Use Survival instead of Acrobatics to move through


threatened squares, and you can charge through
difficult terrain and opponents spaces

Primal Fury Style, Survival 7 ranks

Make an attack against a creature you pass while


charging

Primal Fury Style, Primal Fury Slash,


Survival 11 ranks

Charge creatures in the air as if you could fly, and


reduce the falling damage youd take afterwards

Autohypnosis 5 ranks, one Riven Hourglass


stance known

Expend a maneuver to reroll a missed attack

Riven Hourglass Style, Autohypnosis 7


ranks

Once per round, while in a Riven Hourglass stance,


expend a maneuver to increase the duration of an
effect on you

Riven Hourglass Style, Riven Hourglass


Eternity, Autohypnosis 11 ranks

Expend a counter to suppress a condition affecting


you for one minute

Sense Motive 3 ranks, one Scarlet Throne


stance known

Treat one-handed weapons as two-handed weapons


for the purposes of class features and feats

Scarlet Throne Style, Sense Motive 7 ranks

Expend a counter to attempt to negate an enemy


attack and take a 5-foot step

Scarlet Throne Style, Scarlet Throne


Dignity, Sense Motive 11 Ranks

Whenever you negate an attack, you can make an


attack of opportunity against the attacker

Craft 3 ranks, one Shattered Mirror stance


known

Increase your shield bonus by +2 while wielding a


Shattered Mirror discipline weapon

Primal Fury Slash


Primal Fury Leap
Riven Hourglass Style
Riven Hourglass Eternity

Riven Hourglass Rewind


Scarlet Throne Style
Scarlet Throne Dignity
Scarlet Throne Riposte
Shattered Mirror Style
Shattered Mirror Waltz
Shattered Mirror Duality
Silver Crane Style
Silver Crane Feathers
Silver Crane Wing
Sleeping Goddess Style
Sleeping Goddess Slumber
Sleeping Goddess Strike
Solar Wind Style
Solar Wind Flash
Solar Wind Inferno
Steel Serpent Style
Steel Serpent Fangs
Steel Serpent Venom

76

Shattered Mirror Style, Craft 7 ranks

You ignore movement penalties from difficult terrain

Shattered Mirror Style, Shattered Mirror


Waltz, Craft 13 ranks

Expend a boost to roll twice on each attack roll this


round and take the higher result

Perception 3 ranks, one Silver Crane stance


known

Penalize your AC and Reflex saves to grant other allies


a bonus to theirs

Silver Crane Style, Perception 7 ranks

Expend a counter to take damage for an ally

Silver Crane Style, Silver Crane Feathers,


Perception 11 ranks

When using Silver Crane Feathers, you can attempt to


instead negate the damage

Autohypnosis 3 ranks, one Sleeping


Goddess stance known

Gain psionic focus and recover a maneuver as a


standard action

Sleeping Goddess Style, Autohypnosis 7


ranks

Expend your psionic focus to confuse a creature you


hit

Sleeping Goddess Style, Sleeping Goddess


Slumber, Autohypnosis 11 ranks

Your attacks cause the target to a penalty on saves


against your maneuvers

Perception 3 ranks, one Solar Wind stance


known

Your ranged attacks deal additional fire damage and


outline creatures with faerie fire

Solar Wind Style, Perception 7 ranks

Expend a boost to attempt to blind a creature you hit


with a ranged attack

Solar Wind Style, Solar Wind Flash,


Perception 11 ranks

Your ranged attacks ignore some fire resistance and


immunity to fire

Heal 3 ranks, one Steel Serpent stance


known

Steel Serpent maneuvers penalize the targets AC and


attacks

Steel Serpent Style, Heal 7 ranks

Expend a readied boost to treat an ability damage


creature as flat-footed

Steel Serpent Style, Steel Serpent Fangs,


Heal 13 ranks

Nauseate ability damaged creatures you hit

Path of War Expanded


Style Feats

Prerequisites

Benefit

Tempest Gale Style

Sleight of Hand 3 ranks, one Tempest Gale


stance known

You can make ranged bull rush, dirty trick, disarm,


and trip attempts

Tempest Gale Style, Sleight of Hand 7 ranks

Ranged attacks against you suffer a 20% miss chance

Tempest Gale Style, Tempest Gale Haze,


Sleight of Hand 11 ranks

Make two ranged combat maneuver attempts at


once

Acrobatics 3 ranks, one Thrashing Dragon


stance known

Once per round, make an attack with your off hand


when you attack with your primary hand

Thrashing Dragon Style, Acrobatics 7 ranks

Make an off hand attack as part of a strike

Thrashing Dragon Style, Thrashing Dragon


Pounce, Acrobatics 11 ranks

Attack each opponent in reach with both your


primary and off hand weapons

Stealth 3 ranks, one Veiled Moon stance


known

10 feet of your movement per round is done as


teleportation

Veiled Moon Style, Stealth 11 ranks

Once per round, expend a readied maneuver to


forcibly teleport a creature you hit a short distance

Veiled Moon Style, Veiled Moon Shunt,


Stealth 15 ranks

Expend a strike to make a special attack that renders


the target incorporeal

Tempest Gale Haze


Tempest Gale Storm
Thrashing Dragon Style
Thrashing Dragon Pounce
Thrashing Dragon
Whirlwind
Veiled Moon Style
Veiled Moon Shunt
Veiled Moon Warp

Benefit: Creatures Claimed by you take a penalty on


attack rolls against you equal to the number of creatures
you currently have Claimed.
Special: Characters with the Dark Allure feat cannot
take this feat.

Dark Presence (Combat)


Those you have Claimed cannot escape your malice.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you provoke an attack
of opportunity from you whenever they make a 5-foot
step into or out of one of your threatened squares.

Daisho Expertise (Combat)


Your grace and skill with both the katana and wakizashi
is on the level of a prodigy.
Prerequisites: Proficiency with the katana or
wakizashi.
Benefit: Increase the damage die of katanas and
wakizashi you wield by one die step. In addition, you
may use your Dexterity modifier instead of your Strength
modifier when making attack rolls with either weapon.
This feat counts as Weapon Finesse for purposes of
meeting prerequisites and requirements, and for the
purposes of other feats or abilities with a specific effect
for weapons usable with Weapon Finesse.
Special: If you are proficient with the katana as a
martial weapon, you meet the prerequisites for this
feat, although you only gain its benefit while wielding
a katana in two hands (to gain these benefits while
wielding the katana in one hand, you must possess
Exotic Weapon Proficiency with the weapon). You must
possess Exotic Weapon Proficiency with the wakizashi to
gain the benefits of this feat with a wakizashi.

Electrum Manticore (Combat)


Youve learned how to blend the arts of the Golden Lion
and Silver Crane disciplines.

Prerequisites: Two Golden Lion maneuvers known,


two Silver Crane maneuvers known.
Benefit: You can initiate a Golden Lion boost as part of
entering a Silver Crane stance, and can initiate a Silver
Crane boost as part of entering a Golden Lion stance.

Elemental Current (Combat)


Youve learned how to blend the skills of the Elemental
Flux discipline with that of Mithral Current.
Prerequisites: Quick Draw, two Elemental Flux
maneuvers known, two Mithral Current maneuvers
known.
Benefit: Whenever you use a Mithral Current strike
or stance to make a creature vulnerable to silver, you
can instead make that creature vulnerable to your
active elements associated energy type. Creatures with
vulnerability to an energy type take half again as much
(+50%) damage as normal from that energy type, as
normal. If your target is normally immune to that energy
type, they instead take half damage from that energy
type instead of none for as long as they are vulnerable.

Elemental Focus (Combat)


You have chosen a singular element with which to excel.
Prerequisites: Elemental attunement class feature or
one Elemental Flux maneuver known.
Benefit: Choose one element available as an active
element for the Elemental Flux discipline. When this
element is your active element, your maneuvers that
deal damage of that elements associated energy type
ignore up to your character level in energy resistance.
In addition, starting at character level 10th, creatures
that are immune to that elements energy type take half
damage instead of none from your attacks and abilities.

Elemental Sun (Combat)


Youve can blend your techniques with the Elemental
Flux and Solar Wind disciplines.

77

Path of War Expanded


Prerequisites: Two Elemental Flux maneuvers
known, two Solar Wind maneuvers known.
Benefit: When you hit with an attack as part of a
Solar Wind maneuver while maintaining an Elemental
Flux stance, you can reduce your targets resistances to
acid, cold, electricity, and fire by 1/2 your initiator level
for one round. Multiple uses of this ability do not stack;
instead, the duration increases by one round.

Enduring Protector (Combat)


Your determination to win grows with defeated foe.
Prerequisites: Combat Reflexes, Martial Power.
Benefit: Whenever you reduce an opponent to 0 or
fewer hit points with an attack of opportunity, you gain
temporary hit points equal to that opponents Hit Dice or
the amount of temporary hit points you would normally
gain when you use the Martial Power feat, whichever
is higher. These temporary hit points do not stack with
themselves, and last for one round.

Eternal Hourglass (Combat)


Time is your weapon and your shield.
Prerequisites: Two Eternal Guardian maneuvers
known, two Riven Hourglass maneuvers known.
Benefit: Once per encounter, while you maintain
a Riven Hourglass stance, you can initiate an Eternal
Guardian counter as a free action rather than an
immediate action (even if it isnt your turn).

Extra Animus (Combat)


Your reserves of animus are stronger.
Prerequisites: Must possess an animus pool.
Benefit: Your initial animus pool at the start of each
combat increases by 2 points.
Special: You can take this feat multiple times. Each
additional time you take the feat, your initial animus
pool increases by 1 point instead of 2.

Extra Conviction
Youve more conviction than that of your fellows.
Prerequisites: Conviction class feature.
Benefit: Choose a conviction that you meet the
prerequisites for. You gain the benefit of that conviction.
Special: You can take this feat multiple times. Each
time you take the feat, you choose an additional
conviction you meet the prerequisites for.

Extra Granted Maneuver (Combat)


Youre quite capable at sorting through your flashes of
mystic inspiration for maneuvers you need.
Prerequisites: Granted maneuvers, initiator level 3rd.
Benefit: When you are granted your maneuvers at the
start of combat and after you expend all your remaining
maneuvers, you can choose one additional maneuver to
be granted from your withheld maneuvers.
Normal: Your granted maneuvers are equal to your
normal allotment, and any granted maneuvers beyond
the ones you are allowed to select are randomlydetermined.

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Extra Presence (Combat)


Youve learned more presence abilities for your tactical
presence class feature.
Prerequisites: Tactical presence class feature.
Benefit: Choose a tactical presence that you meet the
prerequisites for. You can assume that tactical presence
when you use your tactical presence class feature.
Special: You can take this feat multiple times. Each
time you take the feat, you choose an additional tactical
presence you meet the prerequisites for (see the Warlord
section on page 91). You can select tactical presences
normally available only to a specific warlord archetype
with this feat even if you do not possess that archetype.

Feral Goddess (Psionic)


Your use of the Sleeping Goddess discipline enhances
your psionically-generated natural weapons.
Prerequisites: One Sleeping goddess maneuver
known, ability to manifest a psionic power that
grants natural weapons (such as claws of the beast or
metamorphosis).
Benefit: You reduce the power point cost for
manifesting a power that grants you a natural weapon
by 1 (to a minimum of 0). In addition, you treat natural
weapons created by psionic powers as Sleeping Goddess
discipline weapons and as magic weapons for the
purposes of overcoming damage reduction.

Flowing Mithral Fist (Combat)


You have learned how to make your unassuming hands
and feet into swift moving, deadly weapons.
Prerequisites: Improved Unarmed Strike, one Mithral
Current stance known.
Benefit: You treat unarmed strikes as Mithral Current
discipline weapons and as silver weapons for the
purposes of overcoming damage reduction or dealing
additional damage to a creature vulnerable to silver. In
addition, you can sheath your hands once per round as a
free action that does not provoke attacks of opportunity
(even if it isnt your turn) by placing them in your pockets,
under your sleeves, or in an otherwise non-threatening
position.

Forge of the Goddess (Psionic)


Your ability to call forth psionically-generated weapons
is tempered by your skill with the Sleeping Goddess
discipline.
Prerequisites: One Sleeping Goddess maneuver
known, ability to manifest call weaponry.
Benefit: You treat any weapon you create with the
call weaponry power as a Sleeping Goddess discipline
weapon. In addition, you reduce the power point cost
for manifesting call weaponry by 1 (to a minimum of 0).

Giant Slayer (Combat)


You know how to turn a foes size and reach against them.
Benefit: When you make a charge attack, you do not
provoke attacks of opportunity from the target of your
charge. In addition, you gain a +1 bonus on attack rolls
made during charges for each size category larger than
you the target of the attack is.

Path of War Expanded


Grasp of Darkness (Combat)
Your malicious intentions can ensnare many at once.
Prerequisites: Dark claim class feature.
Benefit: When you use your dark claim class feature to
Claim a creature, you recover two expended maneuvers
rather than one, and can Claim two additional opponents
within close range. You do not recover additional
maneuvers for Claiming these opponents beyond the
one granted by this feat.

Haft Strike (Combat)


Holding your polearm further up its length, you can
strike adjacent foes as well as those further away.
Prerequisites: Base attack bonus +5.
Benefit: You can choose to take a 2 penalty to your
AC to gain the ability to threaten all opponents within
the reach of your reach weapon, rather than those you
would normally threaten with your weapon. You must
choose to use this feat before making an attack roll
during your turn, and its effects last until the start of
your next turn.

Hone Weapon (Combat)


Youve learned the art of bringing a fine cutting edge to
your weapons.
Prerequisites: Knowledge (martial) 3 ranks.
Benefit: You can spend ten minutes using a whetstone
to sharpen a piercing or slashing weapon or up to 20
pieces of piercing or slashing ammunition to a fine point
or edge. The newly-honed weapon gains a +1 bonus on
damage rolls for one day. This bonus increases by +1 at
character level 4th and at every four levels thereafter.
Honing a weapon has no effect on its hardness or hit
points, and you may hone both magical and nonmagical
weapons. You can only hone manufactured weapons
with this feat.

Improved Blade Meditation (Combat)


Youve mastered the art form of your blade meditation.
Prerequisites: Blade meditation class feature, mystic
level 7th.
Benefit: You can activate your blade meditation class
feature as a standard action instead of as a full-round
action.

Improved Quick Draw (Combat)


Even with your weapon still sheathed, your presence is
enough to threaten enemies.
Prerequisites: Quick Draw.
Benefit: You are considered to be threatening all
squares within reach of your weapon even if it is
sheathed, and can draw your weapon when making an
attack of opportunity. When you draw your weapon in
this way, you may sheath weapon without provoking
attacks of opportunity after the attack is resolved.

Lurker in Darkness
Your training allows you to foil even magical and unusual
senses.
Prerequisites: Stealth 6 ranks.

Benefit: Creatures using unusual forms of sensory


perception such as blindsight, greensight, or tremorsense
cannot automatically foil your use of Stealth; such
creatures must make a Perception check as normal to
detect you when you make use of the Stealth skill. This
feat foils indirect detection (such as a creature using
detect magic to search for your magical items while you
are using Stealth) in the manner described above, but
has no effect on psi-like abilities, powers, spells, spelllike abilities, and/or supernatural abilities specifically
used to uncover information about you rather than
enhancing the users perception, such as the augury spell.

Malevolence (Combat)
Your Claim carries a hindering curse.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you become cursed and
take a 2 penalty on combat maneuver checks and skill
checks for as long as they are Claimed.

Mass Murder (Combat)


You are impelled to acts of horrific violence.
Prerequisites: Massacre class feature.
Benefit: You can use your massacre class feature an
additional time per encounter.
Special: You can take this feat up to two times. Its
effects stack.

Mirror of the Moon (Combat)


You can bend light as well as space.
Prerequisites: Two Shattered Mirror maneuvers
known, two Veiled Moon maneuvers known, ability to
initiate maneuvers of 4th level or higher.
Benefit: Whenever you initiate a maneuver that
allows you to teleport, you leave behind an illusory
duplicate of yourself in the space you teleport from.
This duplicate functions as a major image spell with a
caster level equal to your initiator level, except that it
only lasts for one round and does not require you to
concentrate to maintain or direct it. You can only create
a single duplicate with this feat at any given time. This is
a supernatural ability.

Mixed Combat (Combat)


You are trained at using ranged and melee attacks at the
same time.
Prerequisites: Quick Draw, base attack bonus +6.
Benefit: You can sheathe a weapon as a free action
that does not provoke attacks of opportunity, even if it
isnt your turn. If you hit a creature with a melee attack,
your attacks with ranged weapons until the end of your
turn do not provoke attacks of opportunity from that
creature.
Normal: Sheathing a weapon is a move action that
provokes attacks of opportunity. Ranged attacks provoke
attacks of opportunity.

Molten Silver Strike (Combat)


Your powerful strikes are imbued with fiery wrath.
Prerequisites: Quick Draw, two Mithral Current
maneuvers known, two Solar Wind maneuvers known.

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Benefit: You can gain the effects of Solar Wind boosts
when initiating Mithral Current strikes that allow you to
attack enemies at range as a melee attack, even if those
boosts would normally only function for ranged attacks.
When you do so, you increase the range of the Mithral
Current strike by 10 feet plus an additional 5 feet per
four initiator levels you possess.
Normal: Mithral Current strikes that attack enemies
at range are still melee attacks, and as such would not
gain the benefits of Solar Winds boosts.

Pikemans Training (Combat)


Militaries across the land rely on lines of pikemen
carrying both their long spears and a shield. You are
familiar with this fighting style.
Prerequisites: Base attack bonus +1.
Benefit: You can wield a normally two-handed polearm
or spear in one hand, provided you are wielding a light
or heavy shield in your other hand. When wielding a
weapon in this manner, you treat it in all ways as being a
one-handed weapon, rather than a weapon of its normal
handedness.

Pinning Arrow (Combat)


You are capable of such exceptional aim that you can pin
a foot to the ground, or a wing to a side.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: You can make a pinning shot in place of an
attack action or an attack as part of a full attack. When
you do, make a ranged attack. If it hits, it deals no damage,
but the target must succeed at a Reflex save (DC 10 + the
damage your attack would have dealt) or stop in their
tracks and become unable to move for one round. They
can still take other actions as normal, but cannot leave
their space. A flying creature that fails its saving throw
falls unless it succeeds at a Fly check with the same DC as
the Reflex save, potentially taking falling damage.

Polearm Dancer (Combat)


Your motions with your spear are agile and graceful.
Prerequisites: Perform (dance) 1 rank, base attack
bonus +1.
Benefit: You may use your Dexterity modifier instead
of your Strength modifier on attack rolls with spears and
polearms.
Special: This feat counts as Weapon Finesse for
purposes of meeting prerequisites and requirements.

Prodigious Two-Weapon Fighting (Combat)


Your great physical might allows you to wield two large
weapons with ease.
Prerequisites: Str 13.
Benefit: You may fight with a one-handed weapon in
your offhand as if it were a light weapon. In addition, you
may use your Strength score instead of your Dexterity
score for the purpose of qualifying for Two-Weapon
Fighting and any feats with Two-Weapon Fighting as a
prerequisite.

Seize the Opportunity (Combat)


You possess an exceptional knack for exploiting sudden

80

openings by your opponents.


Prerequisites: Combat Reflexes, base attack bonus +1.
Benefit: When you make an attack of opportunity, you
can take an attack action (such as vital strike) or attempt
a combat maneuver (such as a bull rush, disarm or dirty
trick) in place of your attack of opportunity. This feat
does not allow you to move when it isnt your turn.

Sin Eater (Combat)


You prosper as your enemies fail.
Prerequisites: Ability to Claim creatures.
Benefit: Whenever a creature Claimed by you is
reduced to 0 or fewer hit points, you gain temporary
hit points equal to twice that creatures Hit Dice. These
temporary hit points last for one minute.

Silver Fang Initiate (Combat)


You have learned how to combine talents from the
Mithral Current and Steel Serpent disciplines.
Prerequisites: Quick Draw, two Mithral Current
maneuvers known, two Steel Serpent maneuvers known.
Benefit: Whenever you use a Steel Serpent maneuver
to deal ability score damage to a creature with
vulnerability to silver, increase that ability score damage
by 50%.

Tap Animus (Combat)


You gain the ability to tap a small wellspring of animus
within you.
Prerequisites: You may not possess the animus class
feature.
Benefit: When you enter combat, you gain an animus
pool with one point of animus at the start of your first
turn, and add one point of animus to your animus
pool at the start of each of your turns thereafter. Your
animus pool persists for one minute after the last enemy
combatant is defeated or the encounter otherwise ends.
At the end of any round in which you initiate a maneuver,
you add an additional point of animus to you pool. You
can use this animus pool to augment maneuvers or
power animus-related feats as normal.
Special: If you ever gain the animus class feature, this
feat is immediately exchanged for the Extra Animus feat.

Unhindered Way (Psionic)


You psionically augment your mobility in armor.
Prerequisites: Speed of Thought, proficiency with
medium armor.
Benefit: Your speed is not reduced by medium and
heavy armor, and you can gain the benefit of your Speed
of Thought feat while wearing heavy armor.

Variable Wind (Combat)


Youve learned to use the many styles of the Solar Wind
discipline.
Prerequisite: One Solar Wind maneuver known, one
Solar Wind stance known.
Benefit: You gain the ability to change your active
element if you cannot already. Any Solar Wind maneuver
you initiate that deals fire damage instead deals damage

Path of War Expanded


of your active elements associated energy type (see
the Elemental Flux discipline for more information
on active elements, and the The Elements and Solar
Wind sidebar on page 93 for more information on the
elemental variants of Solar Wind).

Weaken the Prey (Combat)


The weak crumble before your power.
Prerequisites: One Cursed Razor, Eternal Guardian or
Steel Serpent maneuver known.
Benefit: Cursed creatures, diseased creatures, and
creatures suffering from ability damage take a 2 penalty
on saving throws against your maneuvers.

Winds of War (Combat)


Those you have Claimed cannot hide, and now they can
no longer even run.
Prerequisites: Ability to Claim creatures.
Benefit: You gain a +5-foot bonus to each of your
movement speeds. This bonus increases by +5 feet for
each creature you currently have Claimed.

Zealous Blade (Psionic)


Your conviction fuels the power of the weapon you have
idealized for your cause.
Prerequisites: Enhanced mind blade class feature,
zeal class feature.
Benefit: You add your zealot level to your soulknife
level to determine the enhancement bonus granted by
your enhanced mind blade class feature, the maximum
enhancement bonus of your mind blade, the effects of
your blade skills, and which blade skills you can select.

STYLE FEATS
Unlike normal style feats, these style feats can be used
with any weapon, and are not limited to unarmed strikes.

Black Seraph Style (Combat, Style)


You laugh off the cowardly assaults of your foes.
Prerequisites: Intimidate 3 ranks, one Black Seraph
stance known.
Benefit: Against the abilities of creatures that are
shaken, frightened, panicked, or cowering, you gain a +1
profane bonus to your AC and on saving throws. This
bonus increases by +1 at character level 5th and at every
five levels thereafter.

Black Seraphs Malevolence (Combat)


You rip into creatures that cannot withstand your terror.
Prerequisites: Black Seraph Style, Intimidate 7 ranks.
Benefit: You treat creatures that are shaken,
frightened, panicked, or cowering as being good-aligned
for the purpose of dealing profane damage to them.

Black Seraph Annihilation (Combat)


You drive your foes before you.
Prerequisites: Black Seraph Style, Black Seraphs
Malevolence, Intimidate 11 ranks.
Benefit: Creatures within 30 feet of you can be affected
by fear effects even if they are normally immune to
fear. Creatures within 30 feet of you that are normally

immune to mind-affecting effects can still be affected by


fear effects, although they gain a +5 resistance bonus on
saves against such effects.

Broken Blade Style (Combat, Style)


Your fists strike harder than any blade.
Prerequisites: Improved Unarmed Strike, Acrobatics
3 ranks, one Broken Blade stance known.
Benefit: Your unarmed strikes ignore 1/2 your
character level in damage reduction and hardness.

Broken Blade Crush (Combat)


A blow from your fist crushes armor as easily as bones.
Prerequisites: Broken Blade Style, Acrobatics 7 ranks.
Benefit: Once per round, when you make an unarmed
strike against an opponent wearing armor, you can make
a sunder attempt against that opponents armor as a free
action that does not provoke attacks of opportunity. This
sunder attempt takes place before your unarmed strike.

Broken Blade Rhythm (Combat)


Every blow from your fist builds on the last.
Prerequisites: Broken Blade Style, Broken Blade
Crush, Acrobatics 11 ranks.
Benefit: Once per round, when you hit with a Broken
Blade strike, you can make a combat maneuver attempt
against a creature within your melee reach as a free
action. This combat maneuver attempt does not provoke
attacks of opportunity.

Cursed Razor Style (Combat, Style)


You persecute those under the influence of your dark
power.
Prerequisites: Spellcraft 3 ranks, one Cursed Razor
stance known.
Benefit: Whenever you damage a cursed creature
with a melee attack, that creature takes 2 points of bleed
damage plus an additional 2 points of bleed damage for
every four character levels you possess. The creature
continues to bleed until the bleeding is stopped via
magical healing or a successful DC 15 Heal check.

Cursed Razor Plague (Combat)


Your curses spread amongst your enemies.
Prerequisites: Cursed Razor Style, Spellcraft 7 ranks.
Benefit: Whenever you cause an opponent to become
cursed by an effect other than this feat, you may select
an additional opponent within 30 feet of you to become
cursed for the same duration. This only gives that
opponent the cursed condition; it does not inflict any
other effects from the first curse. This is a supernatural
ability.

Cursed Razor Massacre (Combat)


You tear into your victims like a plague-laced wind.
Prerequisites: Cursed Razor Style, Cursed Razor
Plague, Spellcraft 11 ranks.
Benefit: Once per round, when you hit a cursed
creature with a melee attack, you can make a melee
attack against a different cursed creature within your

81

Path of War Expanded


reach at your highest base attack bonus as a free action,
even if it isnt your turn.

Elemental Flux Style (Combat, Style)


You understand the fluid and changing nature of
elemental magics.
Prerequisites: Spellcraft 3 ranks, one Elemental Flux
stance known.
Benefit: You can change your active element once per
round as a free action.

Elemental Flux Shift (Combat)


Your insight into the elements expands, allowing you to
fuse disparate energies.
Prerequisites: Elemental Flux Style, Spellcraft 7 ranks.
Benefit: When you change your active element, your
next attack before the start of your next turn deals
additional damage equal to your highest initiation
modifier of your previous active elements associated
energy type. This is a supernatural ability.

Elemental Flux Explosion (Combat)


Your strikes explode with elemental ferocity.
Prerequisites: Elemental Flux Style, Elemental Flux
Shift, Spellcraft 11 ranks.

Benefit: Your weapons gain the benefit of the elemental


burst weapon special ability appropriate to your active
elements associated energy type (for example, your
weapons would gain the benefit of the flaming burst
weapon special ability if your active element is fire).
This is a supernatural ability.

Eternal Guardian Style (Combat, Style)


Your combat maneuvers are empowered by psychic
curses.
Prerequisites: Intimidate 3 ranks, one Eternal
Guardian stance known.
Benefit: Whenever you succeed on a combat
maneuver attempt against an opponent, they become
cursed for one round. This is a supernatural ability.

Eternal Guardian Oath (Combat)


You presence impairs the ability to fight of those you
have cursed.
Prerequisites: Eternal Guardian Style, Intimidate 7
ranks.
Benefit: You can expend a readied counter as an
immediate action to cause cursed creatures you threaten
to take a 4 penalty on attack rolls against creatures
other than you until the start of your next turn.

Eternal Guardian Endurance (Combat)


You feed on the energy of fallen foes to renew your
combat abilities.
Prerequisites: Eternal Guardian Style, Eternal
Guardian Oath, Intimidate 11 ranks.
Benefit: Once per round, when you reduce a cursed
opponent to 0 or fewer hit points, you can recover an
expended maneuver as a free action.

Golden Lion Style (Combat, Style)


You are adept at taking advantage of your allies missed
opportunities.
Prerequisites: Diplomacy 3 ranks, one Golden Lion
stance known.
Benefit: Once per round, when an ally (other than
yourself) misses an attack against an opponent you both
flank, you can make an attack of opportunity against
that opponent.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

Golden Lion Charge (Combat)


Your awareness of the battlefield lets you seize
opportunity at a moments notice.
Prerequisites: Golden Lion Style, Diplomacy 7 ranks.
Benefit: Whenever an opponent within 30 feet misses
an ally with an attack, you can expend a readied counter
as an immediate action to move up to your speed towards
that opponent, provided you end your movement with
that opponent within your melee reach, and make an
attack of opportunity against them.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

Golden Lion Command (Combat)


Your battlefield presence bolsters the will of your allies.

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Path of War Expanded


Prerequisites: Golden Lion Style, Golden Lion Charge,
Diplomacy 11 ranks.
Benefit: You can expend a readied boost as a swift
action to grant all allies within 30 feet 5 temporary hit
points each time you make an attack this round. These
temporary hit points stack with themselves and last for
one round.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

Iron Tortoise Style (Combat, Style)


You guard yourself and allies with your trusty shield at
your side.
Prerequisites: Bluff 3 ranks, proficiency with shields,
one Iron Tortoise stance known.
Benefit: You deal damage with shield bash attacks as
though you were one size larger than you actually are.
This stacks with other effects that increase you or your
weapons size.

Prerequisites: Mithral Current Style, Mithral Current


Flow, Perform (dance) 11 ranks.
Benefit: Your first attack in a round in which you
drew a weapon deals damage to your target as if they
were vulnerable to silver.
Normal: Creatures with vulnerability to silver take
50% more damage from silver weapons.

Piercing Thunder Style (Combat, Style)


You can use the natural reach of a spear or polearm with
greater effectiveness.
Prerequisites: Acrobatics 3 ranks, one Piercing
Thunder stance known.
Benefit: While you are wielding a reach weapon,
opponents provoke an attack of opportunity from you
when they enter a square you threaten. If an opponent
would also provoke an attack of opportunity from
leaving a threatened square when they do, they still only
provoke a single attack of opportunity from you.

Iron Tortoise Shell (Combat)

Piercing Thunder Push (Combat)

Your shield protects you from more than just physical


assaults.
Prerequisites: Iron Tortoise Style, Bluff 7 ranks.
Benefit: Whenever you initiate a counter, you gain
evasion (as the rogue class feature) until the end of your
next turn.

Your weapon guards you against hordes of charging foes.


Prerequisites: Piercing Thunder Style, Acrobatics 7
ranks.
Benefit: You can ready spears or polearms against
charges as if they had the brace quality. If you hit a
charging opponent with your readied weapon, you push
them back 5 feet (potentially stopping their charge).

Iron Tortoise Snap (Combat)


Your sword-and-shield style is brutally efficient.
Prerequisites: Iron Tortoise Style, Iron Tortoise Shell,
Bluff 13 ranks.
Benefit: Whenever you hit a creature with a shield
bash, you can make an attack with a different weapon
at your highest base attack bonus against that creature.
You can only make two additional attacks per round in
this manner.

Mithral Current Style (Combat, Style)


Your dazzling and graceful motions allow you to catch
foes off guard.
Prerequisites: Quick Draw, Perform (dance) 3 ranks,
one Mithral Current stance known.
Benefit: While you have a sheathed weapon on
your person, you can make a feint against an opponent
within your melee reach as a swift action. You may make
Perform (dance) checks in place of Bluff checks when
feinting in this way.

Mithral Current Flow (Combat)


Every mistake your opponent makes allows you to place
yourself in better position to strike.
Prerequisites: Mithral Current Style, Perform (dance)
7 ranks.
Benefit: Whenever an opponent misses an attack
against you, you can move up to 10 feet without
provoking attacks of opportunity as a free action, even
if it isnt your turn.

Mithral Current Slice (Combat)


Drawing your weapon from its sheath as you strike
allows you to hit harder and faster.

Piercing Thunder Trample (Combat)


Your charges are unstoppable, even by those you strike.
Prerequisites: Piercing Thunder Style, Piercing
Thunder Push, Acrobatics 13 ranks.
Benefit: Whenever you charge a creature while
wielding a Piercing Thunder discipline weapon, you can
make a bull rush attempt and an overrun attempt against
the target of your charge. These combat maneuver
attempts do not provoke attacks of opportunity, and can
be made before or after your charge attack in any order.

Primal Fury Style (Combat, Style)


Your fury drives you to close with your foes so that you
can tear into them more easily.
Prerequisites: Survival 3 ranks, one Primal Fury
stance known.
Benefit: You can make Survival checks in place of
Acrobatics checks to move through threatened squares.
In addition, you can charge through difficult terrain and
spaces containing opponents. You do not provoke attacks
of opportunity for entering an opponents space when
charging, although you provoke attacks of opportunity
as normal for moving through an opponents threatened
area.

Primal Fury Slash (Combat)


Your swift movements and skill allow you to strike
enemies as you close with your target.
Prerequisites: Primal Fury Style, Survival 7 ranks.
Benefit: When you charge a creature, you can make
a single melee attack against another creature that is
adjacent to you at any point during your movement.

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Path of War Expanded


Primal Fury Leap (Combat)
Not even the sky is safe from your wrath.
Prerequisites: Primal Fury Style, Primal Fury Slash,
Survival 11 ranks.
Benefit: You can make charge attacks against
opponents in the air. If you do, you are treated as having
a fly speed equal to your land speed during the charge,
with good maneuverability. If you do not normally have
a fly speed, you fall after this charge. You reduce the
effective distance of this fall by 10 feet per initiator level.

Riven Hourglass Style (Combat, Style)


Your understanding of temporal nature can give you
insight into your enemies movements.
Prerequisites: Autohypnosis 5 ranks, one Riven
Hourglass stance known.
Benefit: Whenever you miss an attack, you can
expend a readied maneuver as an immediate action to
reroll your attack roll. You must take the result of your
second roll.

Riven Hourglass Eternity (Combat)


Your grasp of time allows you to extend effects which
benefit you.
Prerequisites: Riven Hourglass Style, Autohypnosis 7
ranks.
Benefit: Once per round, while you maintain a Riven
Hourglass stance, you can expend a readied maneuver
as a free action to extend the duration of one spell,
power, or boost affecting you by one round. This is a
supernatural ability.

Riven Hourglass Rewind (Combat)


You are able to reverse the flow of temporality to recover
from debilitating effects for a short time.
Prerequisites: Riven Hourglass Style, Riven Hourglass
Eternity Autohypnosis 11 ranks.
Benefit: You can expend a readied counter as an
immediate action to suppress one ongoing condition
affecting you for one minute (see conditions in Appendix
2 of the Pathfinder Roleplaying Game Core Rulebook). This
does not allow you to suppress the dead, dying, helpless
or unconscious conditions. This is a supernatural ability.

Scarlet Throne Style (Combat, Style)


Your skill with a single blade allows you to strike with
the same force as those much stronger than you.
Prerequisites: Sense Motive 3 ranks, one Scarlet
Throne stance known.
Benefit: As long as you only attack with a single
weapon wielded in one hand during a round, you treat
that weapon as if you were wielding it in two hands for
the purposes of feats and abilities that would benefit
from this change. This does not increase your Strength
bonus to damage with the weapon.

Scarlet Throne Dignity (Combat)


Noble training has enabled you to withstand attacks that
would harm those of lesser breeding.
Prerequisites: Scarlet Throne Style, Sense Motive 7
ranks.

84

Benefit: You can expend a readied maneuver as an


immediate action in response to an attack being made
against you. If you do, make an attack roll with a weapon
you are wielding. If your attack roll is higher than your
opponents, their attack is negated, and you can take a
5-foot step, even if you have already moved or taken a
5-foot step this round.

Scarlet Throne Riposte (Combat)


You seize opportunity as it comes, taking advantage of
your enemys poor position after a missed attack.
Prerequisites: Scarlet Throne Style, Scarlet Throne
Dignity, Sense Motive 11 Ranks.
Benefit: Whenever you use an ability to negate an
attack from an opponent (such as with a counter or with
the Scarlet Throne Dignity feat), that opponent provokes
an attack of opportunity from you. A given creature can
only provoke an attack of opportunity from you in this
way once per round.

Shattered Mirror Style (Combat, Style)


You are skilled in the art of reflective combat.
Prerequisites: Craft 3 ranks, one Shattered Mirror
stance known.
Benefit: When wielding one or more Shattered
Mirror discipline weapons, your shield bonus to your AC
increases by +2 (if you dont already have a shield bonus,
you are considered to have a shield bonus of +0).

Shattered Mirror Waltz (Combat)


Your supernatural swordplay lets you move like an
illusion.
Prerequisites: Shattered Mirror Style, Craft 7 ranks.
Benefit: You ignore movement penalties from difficult
terrain. Other effects of the terrain affect you as normal.

Shattered Mirror Duality (Combat)


Your reality-distorting power reflects your attacks,
making it hard to defend against you.
Prerequisites: Shattered Mirror Style, Shattered
Mirror Waltz, Craft 13 ranks.
Benefit: Once per round, you can expend a readied
boost as a swift action. If you do, you roll twice for each
attack roll you make this round and use the better result.
This is a supernatural ability.

Silver Crane Style (Combat, Style)


Your mercy shields your allies.
Prerequisites: Perception 3 ranks, one Silver Crane
stance known.
Benefit: As a free action, you can choose to take a 1
penalty to your AC and on Reflex saves to grant other
allies within 30 feet a +1 bonus to their AC and on Reflex
saves until the start of your next turn. At character level
4th and at every four levels thereafter, this penalty
increases by 1 and the bonuses granted increase by +1.

Silver Crane Feathers (Combat)


You sacrifice yourself for others.
Prerequisites: Silver Crane Style, Perception 7 ranks.

Path of War Expanded


Benefit: Whenever an ally within 30 feet would take
ability damage or hit point damage, you can expend a
readied counter as an immediate action to take the
damage in place of that ally. This is a supernatural ability.

Special: If you have the Variable Wind feat, the


additional damage of this feat is of your active elements
associated energy type.

Silver Crane Wing (Combat)

The light of your arrows is blinding.


Prerequisites: Solar Wind Style, Perception 7 ranks.
Benefit: Whenever you hit a creature with a ranged
attack, you can expend one of your readied boosts as a
swift action. If you do, that creature must succeed at a
Fortitude save (DC = 10 + 1/2 your character level + your
highest initiation modifier) or become blinded for one
round. This is a supernatural ability.

Your sacrifice to others grants you divine protection.


Prerequisites: Silver Crane Style, Silver Crane
Feathers, Perception 11 ranks.
Benefit: When you use your Silver Crane Feathers feat,
you can make a Will save (DC equal to the ability damage
dealt + the hit point damage dealt). If you succeed, the
damage is negated rather than being redirected to you.

Solar Wind Flash (Combat)

Sleeping Goddess Style (Combat, Style)

Solar Wind Inferno (Combat)

You can tap into the your mind to refresh your body.
Prerequisites: Autohypnosis 3 ranks, one Sleeping
Goddess stance known.
Benefit: You gain gain psionic focus as a standard
action. When you do, you recover recover an expended
maneuver as a free action. If you have the Psionic
Meditation feat, you can instead gain psionic focus and
recover an expended maneuver as a move action.

The burning power of your arrows sears the flesh of


even those immune to fire
Prerequisites: Solar Wind Style, Solar Wind Flash,
Perception 11 ranks.
Benefit: Your ranged attacks ignore up to your
character level in fire resistance. In addition, you can
deal fire damage to creatures that are immune to fire,
treating their immunity as fire resistance 30 for the
purposes of this feat and dealing damage to them.
Special: If you have the Variable Wind feat, your
ranged attacks ignore energy resistance of your active
elements associated energy type, and you treat immunity
to that energy type as resistance 30 to that energy type.

Sleeping Goddess Slumber (Combat)


Your attacks drag your foes mind into a dream world.
Prerequisites: Sleeping Goddess Style, Autohypnosis
7 ranks.
Benefit: Whenever you hit a creature with an attack,
you can expend your psionic focus as a free action. If
you do, that creature must succeed at a Will save (DC
= 10 + 1/2 your character level + your highest initiation
modifier) or become confused for one round. A creature
that successfully saves cannot be affected by this feat for
24 hours. This is a supernatural ability.

Sleeping Goddess Strike (Combat)


Your strikes forge a temporary connection with the
target, through which you can affect them more strongly.
Prerequisites: Sleeping Goddess Style, Sleeping
Goddess Slumber, Autohypnosis 11 ranks.
Benefit: Whenever you hit an opponent with an
attack, they take a 2 penalty on saving throws against
your maneuvers until the end of their next turn.

Solar Wind Style (Combat, Style)


Your arrows glow as bright as the sun.
Prerequisites: Perception 3 ranks, one Solar Wind
stance known.
Benefit: Your ranged attacks deal 1 point of additional
fire damage. At character level 5th and at every five
levels thereafter, this damage increases by 1. In addition,
whenever you hit a creature with a ranged attack, you
can choose to have your target become outlined as if by
a faerie fire spell, with a caster level equal to the your
initiator level. Successive uses of this ability against the
same creature do not stack; instead, they extend the
duration. You can suppress or resume the light on an
affected creature you can see as a free action. This is a
supernatural ability

Steel Serpent Style (Combat, Style)


Your training lets you take advantage of weakened foes.
Prerequisites: Heal 3 ranks, one Steel Serpent stance
known.
Benefit: Whenever you hit a creature with a Steel
Serpent maneuver, that creature takes a 1 penalty on
attack rolls and to their AC for two rounds. At character
level 5th and at every five levels thereafter, this penalty
increases by 1.

Steel Serpent Fangs (Combat)


You have honed your lethal intent to an art form.
Prerequisites: Steel Serpent Style, Heal 7 ranks.
Benefit: As a swift action, you can expend a readied
boost to treat opponents suffering from ability damage
as flat-footed until the start of your next turn.

Steel Serpent Venom (Combat)


You amplify the weakness of your victims.
Prerequisites: Steel Serpent Style, Steel Serpent Fangs,
Heal 13 ranks.
Benefit: Whenever you deal weapon damage to
a creature suffering from ability score damage, that
creature must succeed at a Fortitude save (DC = 10 + 1/2
your character level + your highest initiation modifier)
or become nauseated for one round. Multiple uses of this
effect do not stack, nor do they increase the duration.

Tempest Gale Style (Combat, Style)


Your arrows and slings are able to strike targets in
unusual ways.

85

Path of War Expanded


Prerequisites: Sleight of Hand 3 ranks, one Tempest
Gale stance known.
Benefit: You can make bull rush, dirty trick, disarm,
and trip attempts using a ranged weapon against any
target within your first range increment. Attempting a
combat maneuver in this way is a standard action that
provokes an attack of opportunity (unless you have
the appropriate improved combat maneuver feat). You
use your Dexterity modifier instead of your Strength
modifier for determining your combat maneuver bonus
for these attempts.

Tempest Gale Haze (Combat)


The very wind that carries your attacks to the enemy
protects you from retaliation.
Prerequisites: Tempest Gale Style, Sleight of Hand 7
ranks.
Benefit: Ranged attacks against you suffer a 20% miss
chance.

Tempest Gale Storm (Combat)


You can fire off precisely aimed shots at rapid pace.
Prerequisites: Tempest Gale Style, Tempest Gale Haze,
Sleight of Hand 11 ranks.
Benefit: You can make two different ranged combat
maneuver attempts with your Tempest Gale Style feat
against a single target as a standard action. You only
provoke attacks of opportunity once when doing so.

Thrashing Dragon Style (Combat, Style)


Your skill with two weapons makes you as dangerous as
foes who wield one larger weapon.
Prerequisites: Acrobatics 3 ranks, one Thrashing
Dragon stance known.
Benefit: Once per round, when you make an attack
as a standard action or attack action, you can make an
additional attack with another weapon as a free action.
This attack is made at your highest base attack bonus,
although you take the penalties for fighting with two
weapons as normal.

Thrashing Dragon Pounce (Combat)


Your swift movements allow you to close the gap and
strike quickly against your foe.
Prerequisites: Thrashing Dragon Style, Acrobatics 7
ranks.
Benefit: Whenever you initiate a strike that requires
you to make only a single melee attack, you can make an
additional attack with another weapon as a free action.
This attack is made at your highest base attack bonus,
although you take the penalties for fighting with two
weapons as normal. This attack does not gain any of the
benefits of the strike you initiated.

Thrashing Dragon Whirlwind (Combat)


Your fury strikes out at all enemies around you.
Prerequisites: Thrashing Dragon Style, Thrashing
Dragon Pounce, Acrobatics 11 ranks.
Benefit: As a full-round action, you can make one
melee attack with a weapon in your main hand and a

86

weapon in your off hand against each opponent within


reach. This attack is made at your highest base attack
bonus, and you do not take the penalties for fighting
with two weapons on these attacks.

Veiled Moon Style (Combat, Style)


Your secret knowledge of ethereal pathways allows you
to slip through cracks in this world and come out the
other side.
Prerequisites: Stealth 3 ranks, one Veiled Moon
stance known.
Benefit: Whenever you move, you can treat up to 10
feet of that movement as teleportation. This teleportation
may be taken at any point during your movement, and
cannot exceed the total movement you would normally
be allowed to make. You must have line of sight to your
destination, and cannot teleport into an occupied space.
This is a supernatural ability.
Special: You can use this feat to bypass a 5 feet worth
of obstacles when making a charge; you treat a square
you bypass as empty for the purposes of determining if
you can charge your target.

Veiled Moon Shunt (Combat)


You twist an enemys location, shunting them into a
dangerous position of weakness.
Prerequisites: Veiled Moon Style, Stealth 11 ranks.
Benefit: Once per round, when you hit with an attack,
you can expend a readied maneuver as a free action to
forcibly teleport your target. That creature must succeed
at a Will save (DC 10 + the expended maneuvers level +
your highest initiation modifier) or be teleported to any
unoccupied space within 30 feet of them that you can
see. You need not teleport them to a location that can
support them; you can teleport them into the air, into
difficult terrain, or into dangerous situations as you see
fit. This is a supernatural ability, and is considered a
Veiled Moon maneuver for the purposes of save DCs and
abilities such as the Discipline Focus feat.

Veiled Moon Warp (Combat)


Your strikes can force an enemy into the aether for a
short time.
Prerequisites: Veiled Moon Style, Veiled Moon Shunt,
Stealth 15 ranks.
Benefit: As a standard action, you may expend one
of your readied strikes and make a melee attack against
an opponent. If it hits, deal weapon damage as normal
and the target must succeed at a Will save (DC 10 + 1/2
your character level + your highest initiation modifier)
or become incorporeal for one round. The target can no
longer grasp their weapons (unless they could be wielded
by incorporeal creatures) but their other equipment
remains on their body without becoming incorporeal,
effectively rendering them incapable of using any
items that do not have the ghost touch property or an
equivalent effect. This is a supernatural ability.

Path of War Expanded


Chapter 5: Systems and Use
The art of the blade is not without its own subtle rules
and without these, the whole martial art itself dissolves
into chaos. Throughout this chapter, well explore some
new rules and variants to assist both GM and player
alike with maintaining their game, adding new and
interesting options, as well as clearing up a few things
to make the journey on the Path of War successful and
enjoyable.

Racial Favored Class Options


Many races have unique perspectives or talents that
bring some different abilities to the table when it comes
to some classes. The following are alternate favored class
bonuses for use with martial disciple classes and may be
taken in lieu of an additional hit point or skill point.

Aasimars

Blessed by heavenly birthright, aasimars who follow the


path to war as a martial disciple tend to become leaders
or defenders (or often both). A strong and hearty race,
they take the martial lifestyle readily and their talents
and abilities find great use as warriors of the highest
caliber. They readily take to any style that involves the
Silver Crane discipline, and some say they may have
been some of the first practitioners of it. The following
options are open to all aasimars who have the listed
favored class.
Mystic: Add +1/5 to the mystics arcane defense bonus.
Warder: Add 1/4 of a maneuver known from the
Golden Lion or Silver Crane disciplines.
Warlord: Add +2-1/2 feet to the range of the warlords
tactical presence. This option has no effect unless the
paladin has selected it twice (or another increment of 2);
an aura of 14 feet is effectively the same as a 10-foot aura,
for example.

Blues

Blue martial disciples are rarer than their goblin cousins;


many blues find this sort of study to be a waste of their
great and powerful minds. Those that do often find ways
to incorporate their psionic potential into their personal
style. The following options are open to all blues who
have the listed favored class.
Harbinger: Add +1 foot of movement speed to the
harbingers grim news movement modes.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a stalker art.
Zealot: Add +1/2 to the maximum number of creatures
in the zealots collective.

Dromites

Dromites who become martial disciples are often the


protectors of their hive-cities. During times of war,
they are brave warriors who protect their queens and
workers, and in other times, they use their skills to
become foraging hunters and gatherers. Their hivemind
roots lend them a natural talent for teamwork, and a as
such, group of dromite initiators is a terror to behold.
The following options are open to all dromites who have
the listed favored class.
Stalker: Add +1/4 to insight bonus to AC when the
stalker recovers maneuvers.
Warder: Add +1/2 to the number of uses per day of the
warders armigers mark ability.
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.
Zealot: Add +1/2 to the maximum number of creatures
in the zealots collective.

Duergars

Duergars train as martial disciples with the intent to


keep That Which Sleeps Beneath from rising, at any cost.
This breeds vicious and strong warriors with a savage
strength that many creatures beneath the earth have
come to fear and respect. Though they are touched by
a generational madness that infects their minds, bodies
and culture, the duergars are a fierce warrior race. They
loath interlopers into their affairs, and more than willing
to use their best warriors to destroy or enslave any that
challenge their mission. The following options are open
to all duergars who have the listed favored class.
Harbinger: Add 1/4 of a maneuver known from the
Cursed Razor or Scarlet Throne disciplines.
Stalker: Add +1/2 point to the stalkers ki pool.
Zealot: Gain 1/4 of a new zealot conviction.

Dwarves

The dwarven race has a proud and substantial tradition


that dates back to their creation myths. Their gods are
mighty warriors, and so too are their chosen children
(or so the stories say). With such a legacy, it is no surprise
that the dwarven race boasts many martial disciples,
with their young men and women learning powerful
techniques in order to protect their noble race. The
following options are open to all dwarves who have the
listed favored class.
Stalker: Add +1/4 to the insight bonus to AC when the
stalker recovers maneuvers.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Warlord: Add +1/5 to the bonus on saving throws
granted by the warlords tactical presence.
Zealot: Gain 1/4 of a new zealot conviction.

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Path of War Expanded


Elans

There are not many among the elans who would walk the
path of the martial disciple, but those that do pursue it
with single minded devotion. Its a dangerous road, and
with eternity looming before, them many elans eschew
this violent lifestyle. Those that dont find that their
unique racial capacities are well-suited to the world of
the warrior. The following options are open to all elans
who have the listed favored class.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.
Zealot: Add +1/4 of a maneuver known from the
Sleeping Goddess or Eternal Guardian disciplines.

Elves

Martial combat to the elven race is a dance of deadly


perfection. Elves that follow the path to becoming great
warriors find disciplines and styles that emphasize
their intellects and grace in order to exceed in combat.
Elves often practice for centuries, and are some of the
most accomplished martial disciples in all worlds. The
following options are open to all elves who have the
listed favored class.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at he beginning of combat.
Stalker: Gain a +1/5 dodge bonus to AC.
Warder: Increase the maximum dexterity bonus of
worn armor by +1/4.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Gain 1/4 of a new zealot conviction.

Forgeborn

The forgeborn are natural warriors. Born of both both


metal and flesh, the idea of training to the point that
ones weapon and body are seamlessly joined in the
beautiful dance of combat is quite poetic to them. While
forgeborn often find more delicate maneuvers within
the various arts and styles to be difficult, they find that
their tough and strong bodies are good where it counts.
The following options are open to all forgeborn who
have the listed favored class.
Mystic: Add +1/5 to the mystics arcane defense bonus.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Zealot: Increase the forgeborns natural armor bonus
by + 1/4.

Gnomes

The gnomish race is not widely known for producing the


greatest warriors of legend, but nonetheless, they are
a hardy race that has endured through sheer wit and
determination. By bringing these traits to the field of
battle as a martial disciple, they find themselves to be
capable combatants. Though many would be suprised to
see one, the wise know that its very dangerous to corner

88

an angry gnome. The following options are open to all


gnomes who have the listed favored class.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 of a maneuver known from the
Shattered Mirror or Solar Wind disciplines.
Stalker: Gain 1/4 of a new stalker art.
Warder: Reduce the armor check penalty of worm
armor by +1/5.
Warlord: Add +1/4 of a maneuver known from the
Tempest Gale or Thrashing Dragon disciplines.
Zealot: Add +1/2 to the maximum number of creatures
in the zealots collective.

Goblinoids

Both the standard goblins and their larger and more


aggressive kin (hobgoblins and bugbears) are known
for their warlike tendencies. The goblinoid races are
wildly varied regarding their approaches to combat,
but in the end, tend to share several things within
each breed. Hobgoblins tend towards more rigid and

Path of War Expanded


orderly pursuits with their violence, soldiering on in
campaigns of conquest, and bugbear tend to be simply
violent for violences sake. Goblins themselves are more
cruel and capricious than their larger cousins, and their
warriors often have a double-helping of both dumb luck
and cowardice. The following options are open to all
goblinoids who have the listed favored class.
Harbinger: Gain a +1/4 bonus on damage rolls when
using strikes from the harbingers dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a new stalker art.
Warlord: Gain a +1/4 circumstance bonus on all d20
rolls made during a warlords gambit.

Half-elves

Half-elves take to battle as naturally as a duck to water.


Many have had to face bitter racism and resentment for
their homely human features or their pretty elven faces
(depending on where they grew up), and this separation
has given many half-elves the time and dedication to
master the arts of battle. The following options are open
to all half-elves who have the listed favored class.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a new stalker art.
Warder: Add +1/4 to the number of additional extra
attacks of opportunity when using Defensive Focus
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.
Zealot: Add +1/2 to the maximum number of creatures
in the zealots collective.

Half-giants

Bred as slaves and gladiators, it is no wonder that that


half-giant martial disciples stand strong amongst their
kind. Towering head and shoulders above most races,
the powerful body of a half-giant allows one to become
a strong, tough, and tenacious warrior, capable of
mastering a great deal of techniques and skills. The
following options are open to all half-giants who have
the listed favored class.
Warder: Add +1/5 to the number of uses per day of the
warders extended defense ability.
Warlord: Add +1/4 of a maneuver known from the
Golden Lion or Primal Fury disciplines
Zealot: Gain 1/4 of a new zealot conviction.

Halflings

While many halflings would acknowledge that their


race is not known for its warriors, there are those that
choose to decline home and hearth, comfort and family,
to follow a path of adventure. These halflings often train
with taller races, finding their nimble forms are wellsuited to the rigors of battle, and they often return from
their questing as celebrated heroes, going on to protect

their communities. The following options are open to all


halflings who have the listed favored class.
Harbinger: Add +1 foot of movement speed to the
harbingers grim news movement modes.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain a +1/5 dodge bonus to AC.
Warder: Add +1/5 to the bonus on Will saves granted
by the warders aegis.
Warlord: Gain a +1/4 circumstance bonus on all d20
rolls made during a warlords gambit.
Zealot: Gain 1/4 of a new zealot conviction.

Half-orcs

Looked at by the world with a mixture of distaste, pity,


and shame, a half-orc forges his own path no matter
what life hands to him. Born of the union of an adaptable
race and an extremely brutish one, half-orcs gain some
of the best traits of both races. Their blood and heritage
aids them in almost any martial path they choose to
follow. Half-orcs often find that life as a martial disciple
brings them great respect and honor,in both human and
orcish society, and as such, initiating half-orcs often rise
to positions of strength despite their mixed blood. The
following options are open to all half-orcs and orcs who
have the listed favored class.
Harbinger: Gain a +1/4 bonus on damage rolls when
using strikes from the harbingers dark focus disciplines.
Mystic: Gain a +1/4 bonus on damage rolls when using
strikes that deal acid, cold, electricity, or fire damage.
Stalker: Add +1/4 of a maneuver known from the
Broken Blade or Steel Serpent disciplines.
Warder: Add +1/4 of a maneuver known from the
Broken Blade or Primal Fury disciplines.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Gain 1/4 of a new zealot conviction.

Humans

No race is more gregarious than humanity. Innovative


and tenacious to a fault, humanity has provided a great
deal of dastardly and heroic warriors who have learned,
developed, and mastered many styles of combat.
Humanity walks all paths, and when they walk the path
of the martial disciple, they often develop new tricks to
share along the way. The following options are open to
all humans who have the listed favored class.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Add +1/2 point to the stalkers ki pool.
Warder: Add +1/2 to the number of uses per day of the
warders armigers mark ability.
Warlord: Gain 1/6 of a new combat feat.
Zealot: Gain an additional power point per day.

Maenads

The passionate and volatile nature of the maenads


coupled with their natural discipline makes them a

89

Path of War Expanded


perfect fit for the path of war. Many maenad warriors
learn the skills of a martial disciple in their lives, and
find that by doing so they are able to exercise their
passions while still maintaining the rigidity they employ
to achieve great satisfaction in life. The following options
are open to all maenads who have the listed favored
class.
Harbinger: Gain a +1/4 bonus on damage rolls when
using strikes from the harbingers dark focus disciplines.
Mystic: Add +1/4 of a maneuver known from the
Elemental Flux or Mithral Current discipline.
Warder: Gain a +1/4 bonus on damage rolls when
making attacks of opportunity while using the warders
defensive focus.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Add +1/4 of a maneuver known from the
Elemental Flux or Sleeping Goddess disciplines.

Ophiduans

The proud and imperious ophiduan race learns the arts


of the martial disciple as a matter of pride, as they choose
to excel at everything they put their minds to. Their
warriors use their naturally tough hides to protect them
in battle, and their more stealthy killers employ poisons
with devious effectiveness. The following options are
open to all ophiduans who have the listed favored class.
Harbinger: Add +1/4 of a maneuver known from the
Shattered Mirror or Steel Serpent disciplines.
Stalker: Add +1/4 of a maneuver known from the Steel
Serpent or Veiled Moon disciplines.
Zealot: Add +1/2 to the maximum number of creatures
in the zealots collective.

Tieflings

Born of a fell union, tieflings who learn the arts of


martial disciplines often find that the vicious nature of
their fiendish blood drives them to violent excellence.
Tieflings of all bloodlines can master a variety of
techniques, and many will indulge their darker instincts,
and learn techniques from the Black Seraph discipline.
The following options are open to all tieflings who have
the listed favored class.
Harbinger: Add +1/4 of a maneuver known from the
Black Seraph or Cursed Razor disciplines.
Mystic: Add +1/4 of a maneuver known from the
Elemental Flux or Shattered Mirror disciplines.
Stalker: Gain 1/4 of a new stalker art.
Warder: Gain a +1/4 bonus on damage rolls when
making attacks of opportunity while using the warders
defensive focus.

Xephs

Xeph martial disciples learn to channel their grace


and speed into a furious fighting style that they often
augment with psionic talent. Whether studying a purely
martial line of training or mixing their psychic prowess
with their warrior talent, the xephs have a great love for
the ways of the path of war. The following options are
open to all xephs who have the listed favored class.

90

Harbinger: Add +1 foot of movement speed to the


harbingers grim news movement modes.
Mystic: Add +1/4 of a maneuver known from the
Mithral Current or Riven Hourglass disciplines.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Add +1/4 of a maneuver known from the
Eternal Guardian or Sleeping Goddess disciplines.

Discipline Exchanges and You


When joining a martial tradition, you are opening
yourself to a whole new world of martial training. When
taking the Unorthodox Method trait, you also show that
your character has a divergent method from the normal
means that a martial character would go.
Archetypes When selecting an archetype that trades
a available discipline for another, you also gain the
new discipline (or disciplines) associated skills as class
skills. Unless otherwise noted, you do not lose the traded
disciplines associated skills, and an archetype that
allows a character to choose from more options when
gaining a new class feature (such as the brutal slayer
stalkers additional stalker arts or the bushis bushidos)
is not incompatible with other archetypes that add
similar options.
Martial Traditions When you join a tradition and
opt to trade an available discipline for the traditions,
you also gain that disciplines associated skill as a class
skill. You do not lose the traded disciplines associated
skill.

Path of War Expanded


Traits Traits that would modify your available
disciplines add any new disciplines associated skills as
class skills, and do not cause you to lose any class skills.

Maneuvers and Mounted Combat


When a character initiates a martial strike or boost
during a mounted charge attack, the initiation of the
maneuver overrides any damage bonuses that would
be gained while performing this action (such as by the
Spirited Charge feat or while wielding a lance), and the
initiator deals damage as if they were not charging (the
effects of the strike or boost are applied to the attack
as normal). If a mounted character initiates a strike
that includes a charge attack, their mount forgoes its
normal actions this round and takes a full-round action
to move up to twice its speed in a straight line, taking the
normal penalty to its AC for charging. Martial counters
and stances are unaffected by being mounted, and a
character can gain their effects as normal.

Old Dogs And New Tricks


In this section, previously-released classes from Path of
War have been given some new options and abilities, as
well as access to the new disciplines introduced in this
book. Some classes gain a choice of disciplines to add to
their list; this choice is made on a character-by-character
basis. If a character of one of the listed classes has an
archetype, then they might gain a different discipline
than a normal member of the class (for example, a
stalker with the soul hunter archetype gains access to
the Cursed Razor discipline, while a normal stalker has
a choice between Riven Hourglass and Tempest Gale). If
an archetype introduced in Path of War is not listed, then
they gain the new disciplines that a normal member of
their class gains.

Stalker
New Disciplines A stalker adds either Riven
Hourglass or Tempest Gale to his list of available
disciplines. If he does not have that disciplines associated
skill as a class skill, he gains it as a class skill.
A stalker with the judge archetype instead adds
Shattered Mirror to his list of available disciplines
and gains Spellcraft as a class skill.
A stalker with the soul hunter archetype instead
adds Cursed Razor to his list of available disciplines
and gains Spellcraft as a class skill.
New Stalker Arts A stalker can choose from the
following when he learns a new stalker art:
Bloodseeker (Ex): The stalker gains the scent special
ability.
Fear Monger (Ex): The stalker gains Cornugon Smash
and Dazzling Display as bonus feats. The stalker must
meet the prerequisites of these feats to select this stalker
art.
Killers Implements (Ex): The stalker chooses a melee
weapon he is proficient with, and gains the benefits of

the Weapon Finesse and Deadly Agility feats when using


that weapon, even if that weapon could not normally
be used with those feats. At 6th level and every five
levels thereafter, the stalker chooses an additional
melee weapon to gain the benefits of this ability with.
The stalker can change one of these weapon choices
by practicing with a new weapon for ten minutes. This
stalker art counts as both Weapon Finesse and Deadly
Agility for the purposes of meeting prerequisites.
Lord of War (Ex): The stalker adds Scarlet Throne or
Piercing Thunder to his list of available disciplines. If he
does not have that disciplines associated skill as a class
skill, he gains it as a class skill. In addition, he gains a +2
competence bonus on checks with his chosen disciples
associated skill. A stalker may select this stalker art once
for each discipline.
Snipers Tools (Ex): The stalker chooses a ranged
weapon he is proficient with, and gains the benefits of
the Point Blank Shot and Precise Shot feats when using
that weapon. At 6th level and every five levels thereafter,
the stalker chooses an additional ranged weapon to gain
the benefits of this ability with. The stalker can change
one of these weapon choices by practicing with a new
weapon for ten minutes. This stalker art counts as both
Point Blank Shot and Precise Shot for the purposes of
meeting prerequisites.

Warder
New Disciplines A warder adds either Eternal
Guardian or Piercing Thunder to her list of available
disciplines. If she does not have that disciplines
associated skill as a class skill, she gains it as a class skill.
A warder with the dervish defender archetype
instead adds either Eternal Guardian or Riven
Hourglass to her list of available disciplines. If she
does not have that disciplines associated skill as a
class skill, she gains it as a class skill.
A warder with the hawkguard archetype instead
adds Tempest Gale to her list of available disciplines
and gains Sleight of Hand as a class skill.

Warlord
New Disciplines A warlord adds either Piercing
Thunder or Tempest Gale to his list of available disciplines.
If he does not have that disciplines associated skill as a
class skill, he gains it as a class skill.
A warlord with the bannerman archetype instead
adds Piercing Thunder to his list of available
disciplines and gains Acrobatics as a class skill.
A warlord with the steelfist commando archetype
instead adds Riven Hourglass to his list of available
disciplines and gains Autohypnosis as a class skill.
A warlord with the vanguard commander archetype
instead adds Eternal Guardian to his list of available
disciplines and gains Intimidate as a class skill.

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New Gambits A warlord can choose from the
following when he learns a new gambit:

Battering Ram Gambit


Risk: The warlord attempts an overrun combat
maneuver against an opponent.
Reward: Other allies adjacent to the target may make
an attack of opportunity against that creature.

Chessmasters Gambit
Risk: The warlord attempts a reposition combat
maneuver against an opponent.
Reward: The warlord is able to move the opponent
into an undesirable position, and that opponent takes
a penalty to their AC equal to the warlords initiation
modifier until the start of the warlords next turn.

The Bannerman and his Banner


While trying to leave it to the player and GM to
determine if a banner is acceptable for the character in
the method of how it is carried, we wanted to be more
easy and unrestricted with it. A bannermans banner is
intended to be able to be placed on any manner of item
so long as it is displayed. Some official ideas for how a
bannerman may carry a banner: as heraldry on a shield,
on a small pole mounted to either his mounts saddle
or to the back of his armor, a tabard that they wear
prominently, or a standard that hangs from a polearm
or spear. So long as that standard is carried upon his
person where people can see it, he can inspire these
allies.

Flankers Gambit
Risk: The warlord attacks an opponent adjacent to one
of the warlords other allies.
Reward: The warlord is considered to be flanking
that opponent until the end of their next turn, even if
the warlord is not in a position that would allow him to
flank them.

Reward: The warlord boldly grabs his target and drags


them around while inspiring his allies to action; for
every 5 feet the warlord drags the opponent, his allies
(other than himself) may move 5 feet without provoking
attacks of opportunity as a free action, even if it isnt
their turns.

Oxens Gambit

Thieving Gambit

Risk: The warlord attempts a drag combat maneuver


against an opponent.

Risk: The warlord attempts a steal combat maneuver


against an opponent.
Reward: By successfully stealing an opponents item,
the warlord infuriates them to the point of heedless
anger. That opponent takes a penalty to their AC equal
to the warlords initiation modifier, but gains a +2 bonus
on damage rolls against the warlord. Both the penalty
and bonus last until the start of the warlords next turn.
New Tactical Presences When a warlord gains
a new tactical presence (including by taking the Extra
Presence feat), he can gain select of the following instead:
Warning Presence: The instructions given by the
wary warlord help his allies defend themselves against
sudden surprises. Allies within 30 feet of the warlord
gain a bonus equal to the warlords initiation modifier
on Reflex saves against traps and to their AC during a
surprise round. In addition, the warlord can designate
one of his allies to act in a surprise round, even if they
normally would not be able to. A warlord must be at
least 2nd level to select this presence.
Taskmasters Presence: The warlord is a driving master,
be it cruelly with a whip or kindly with encouragement.
Allies within 30 feet of the warlord gain the benefits of
the Endurance feat and gain a morale bonus on saving
throws against fatigue, disease, compulsion effects, and
sleep effects equal to the warlords initiation modifier.
If the warlord is participating in a Craft or Profession
check made by one of his allies, he can add his warlord
initiation modifier as a morale bonus on that check. A
warlord must be at least 5th level to select this presence.
Gladiators Presence: The warlord has seen some
scraps in his day, and he knows how to inspire his allies
through some tough moments too. Allies within 30 feet
of the warlord gain a morale bonus on combat maneuver

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checks and to their CMD equal to the warlords initiation
modifier. In addition, those allies do not provoke
attacks of opportunity when making combat maneuver
attempts. A warlord must be at least 9th level to select
this presence.

Pathwalker Psychic Warrior


New Disciplines A pathwalker adds Sleeping
Goddess his list of available disciplines. He also adds
Mithral Current, Piercing Thunder, and Tempest Gale
to the list of disciplines he can choose for his other
available disciplines.
Maneuver Recovery Errata When a pathwalker
manifests a power during his maneuver recovery, the
maximum level for the power manifested cannot exceed
1/2 of the maximum power level that he can manifest
(rounded down, minimum of 1st level powers). Example:
If the pathwalker can manifest a 5th level power, he
could manifest a power during recovery with a level no
greater than 2nd level. Powers with a duration greater
than instantaneous have their durations shortened as
well, to a number of rounds equal to 1 + the pathwalkers
initiation modifier in rounds (or the original duration,
whichever is shorter).
New Discipline Paths A pathwalker can choose
from the following when selecting his warriors path:

Mithral Current Path


The lightning-fast Mithral Current pathwalkers strike
with the power and force of a hurricane wind, move
with the fluidity of a raging river, and are as cunning as
a fox. They carefully time their blows with their drawand-strike techniques, and remain ever-ready to draw
their blade and test their steel.
Bonus Class Skill: Perform.
Powers: Burst, defensive precognition.
Skills: Acrobatics, Bluff, Perform.
Trance: Starting at 3rd level, while the pathwalker is
psionically focused and maintaining a Mithral Current
stance, he gains a +1 bonus on damage rolls for the
first attack he makes after drawing a weapon. This
bonus increases by +1 at 7th level and every four levels
thereafter.
Maneuver: Starting at 3rd level, while the pathwalker
is psionically focused, he can make feint attempts as
swift actions. If he could already feint as a swift action,
he gains a +2 bonus on his Bluff checks as part of such
feints. This bonus increases by +1 at 8th level and every
five levels thereafter.

Piercing Thunder Path


The Piercing Thunder pathwalker is stalwart and strong,
hefting mighty polearms and powerful spears in combat
with ease. They are opportunistic in battle, wary of
openings in their enemys defenses. They constantly
watch for that opening to allow their potent weapons to
end the combat in a single thrust.
Bonus Class Skill: Acrobatics.

The Elements and Solar Wind

The traditionalists of the Solar Wind discipline teach


their students the fire is the natural power of the
sun, and while this art was developed in sunny mesas
and rolling plateaus bathed in winds, there are other
environments where the discipline was adapted. From
the frozen fjords and frigid taigas comes the icy Glacial
Frost variant (cold). From the tropical forests of the
world comes the corrosive Virulent Spray variant
(acid). Finally, hailing from stormy peaks of wave-tossed
islands comes the electrical variant Oncoming Storm
(electrical) variant. When a character possesses the
Solar Wind discipline, they can decide which variant (if
any) is used, changing the standard elemental damage
type associated with Solar Wind to that of the variant
chosen. This choice is made when the character gains
access to the disciplineother variants can be learned
whenever the character gains a level in a new class that
possesses the Solar Wind martial discipline or through
the Variable Wind feat introduced on page 80.
Powers: Inevitable strike, metaphysical weapon.
Skills: Acrobatics, Intimidate, Ride.
Trance: Starting at 3rd level, while the pathwalker
is psionically focused and maintaining a Piercing
Thunder Stance, he gains a +1 bonus on damage rolls
made with Piercing Thunder discipline weapons. This
bonus increases by +1 at 7th level and every four levels
thereafter.
Maneuver: Starting at 3rd level, the pathwalker can
expend his psionic focus as an immediate action to brace
his weapon against a charge, as if he had readied an
action. He gains a +1 bonus on his attack roll with this
attack. This bonus increases by +1 at 7th level and every
four levels thereafter.

Sleeping Goddess Path


The pathwalker who walks the road of the Sleeping
Goddess seeks to find unity in mind and blade, finding
inner peace in battle and epiphany in victory. By using
their psychic essence as both a shield and a weapon, they
find ways to increase their psychic potential in battle to
their natural limits.
Bonus Class Skill: Autohypnosis.
Powers: Call weaponry, empty mind.
Skills: Autohypnosis, Diplomacy, Sense Motive.
Trance: Starting at 3rd level, while the pathwalker is
psionically focused and maintaining a Sleeping Goddess
Stance, he gains a +1 insight bonus on attack rolls made
with weapons created by psionic powers (such as the
call weaponry, claws of the beast, and bite of the wolf
powers) or maneuvers (such as call the souls blade). This
bonus increases by +1 at 7th level and every four levels
thereafter.
Maneuver: Starting at 3rd level, the pathwalker can
expend his psionic focus as a swift action to create a field
of defensive force through his skin and body, increasing

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the pathwalkers natural armor bonus by +2. This bonus
lasts for a number of rounds equal to 1/2 the pathwalkers
class level, and increases by +1 at 8th level and every five
levels thereafter

Tempest Gale Path


Clever and daring, the Tempest Gale pathwalker pushes
his limits with each throw or twang of a bowstring.
Always seeking the next great trick shot, they are
perfectionists in combat and tricky in peace.
Bonus Class Skill: Sleight of Hand.
Powers: Tactical precognition, distract.
Skills: Acrobatics, Perception, Sleight of Hand.
Trance: Starting at 3rd level, while the pathwalker
is psionically focused and maintaining a Tempest
Gale Stance, he gains a +2 bonus on combat maneuver
checks made with ranged or thrown weapons. This
bonus increases by +1 at 7th level and every four levels
thereafter.
Maneuver: Starting at 3rd level, the pathwalker can
expend his psionic focus as a standard action to make a
dirty trick attempt against a creature within the range of
his weapon. At 7th level and every four levels thereafter,
he gains a +1 bonus on his combat maneuver check,
which stacks with the bonus granted by his trance ability.

War Soul Soulknife


New Disciplines A war soul adds Sleeping Goddess to
his list of available disciplines. In addition, he can trade
one of his available disciplines for the Riven Hourglass,
Scarlet Throne, or Tempest Gale discipline. If he does not
have that disciplines associated skill as a class skill, he
gains it as a class skill.
New Blade Skills A war soul can choose from the
following when he learns a new blade skill:
Riven Hourglass Approach: The war soul is capable of
such fine manipulations of time that he seems prophetic.
While he maintains a Riven Hourglass stance, the war
soul can use his Wisdom modifier instead of his Dexterity
modifier for Reflex saves and initiative checks.
Scarlet Throne Nobility: The war soul has mastered
how to best use a single weapon to defend himself and
read the actions of his opponents. While he maintains
a Scarlet Throne stance and wields a mind blade in one
hand while holding nothing in the other hand, the war
soul gains a +1 dodge bonus to his AC and a +1 insight
bonus on Sense Motive checks to resist feint attempts or
oppose uses of the Bluff skill. These bonus increase by +1
at 5th level and every five levels thereafter.
Sleeping Goddess Empowerment: By increasing his
internal psionic potency within through mastery of
the Sleeping Goddess discipline, the war soul is able to
infuse great psionic power and understanding within
his mind blade. While he maintains a Sleeping Goddess
stance, he can charge his mind blade with psionic energy
as a move action. He can release this energy as a free
action when he hits with a strike to deal an additional
1d8 points of damage. This additional damage increases

94

to 2d8 at 12th level and to 3d8 at 18th level, and counts as


psychic strike for the purposes of meeting prerequisites
and for blade skills and other abilities that require
psychic strike. A war soul must be at least 6th level to
select this blade skill.
Tempest Gale Trick: The techniques of the Tempest
Gale discipline improve the war souls ability to use
thrown mind blades. While he maintains a Tempest
Gale stance, the war soul adds his Wisdom modifier on
combat maneuver checks and Sleight of Hand checks
made using a mind blade or equivalent weapon at range
(such as a deadly fists psychokinetic discharge, a psychic
armorys panoply of blades or a soulbolts mind bolt).

Path of War Prestige Classes


New Disciplines These previously published
prestige classes for Path of War also gain access to some
of the new disciplines from this book:
Awakened Blade: An awakened blade adds either
Riven Hourglass or Sleeping Goddess to his list
of available disciplines. If he does not have that
disciplines associated skill as a class skill, he gains
it as a class skill.
Battle Templar: A battle templar adds Black Seraph
(if he is evil-aligned) or Silver Crane (if he is goodaligned) to his list of available disciplines. If the
battle templar is neither good nor evil, he chooses
between the two disciplines. If he does not have that
disciplines associated skill as a class skill, he gains
it as a class skill.
Bladecaster: A bladecaster adds Elemental Flux and
Shattered Mirror to his list of available disciplines
and gains Craft as a class skill.
Dragon Fury: A dragon fury adds Mithral Current
to his list of available disciplines and gains Perform
as a class skill.
Mage Hunter: A mage hunter adds Shattered
Mirror to his list of available disciplines.
Umbral Blade: An umbral blade adds Cursed Razor
to his list of available disciplines and gains Spellcraft
as a class skill.

Prestige Classes and Granted Maneuvers


When characters with granted maneuvers (such
as mystics and warpath followers) gain additional
readied maneuvers from a prestige class, they also gain
additional granted maneuvers at the same rate. If the
character has multiple prestige classes that give readied
maneuvers, they add the maneuvers readied from each
to determine the number of maneuvers granted.
For example, if a character normally readies 7
maneuvers and has 4 of them granted to them at the start
of their cycle of maneuvers, a prestige class that adds an
additional readied maneuver would also add a granted
maneuver, bringing them to 8 maneuvers readied and 5
maneuvers granted.

Path of War Expanded


Chapter 6: Maneuvers and Stances

In this chapter, we explore the nine new disciplines


added to the Path of War lineup, their special rules and
interactions, and the ways they are used in combat. Each
discipline is detailed with some information about them,
where they may have come from in ways that are easily
adapted to your campaign, as well as their associated
skills and their weapon groups. Some of these new
disciplines add in new systems and interactions with use
with animus, power points, and the cursed condition.

Cursed Razor

The discipline known now as Cursed Razor has dark


origins indeed, spawned forth from the bodyguards
of an ancient demonic cult. Tapping into the power of
their own malevolence, these warrior-warlocks struck
their opponents down with dark curses channeled
through their weapons and developed techniques
to project maleficent auras that sapped away at the
bodies and minds of their enemies. Since then Cursed
Razor has spread far beyond the now-dead cult, which
taught other students before its demise, left books of
its secrets lying around, or else simply inspired others
with demonstrations of its entropic power. Though the
techniques of Cursed Razor stem from the inborn malice
found in any sapient mind, its powers are not necessarily
evilpragmatic, certainly, and utterly lacking in any

sense of fair play, but not evil. Knights and champions


in the mortal realm seeking the weapons to combat evil
turn to Cursed Razor to gain an edge on their fiendish
foes, or as a way of acknowledging the terrible truth
of evils place in the multiverse while at the same time
casting their defiance in its teeth. Maneuvers from the
Cursed Razor discipline are imbued and enhanced with
magical energies; as such, they are supernatural abilities.
Cursed Razors associated skill is Spellcraft, and its
associated weapon groups are heavy blades, light blades,
and spears.

Elemental Flux
Equal parts martial discipline and magical art form, the
discipline of Elemental Flux is a martial art that is said
to have roots in the bloodlines of genies and their mortal
descendants. By tapping their magical natures, they
were able to pioneer a style of fighting that channeled
their innate magic into a cohesive fighting style. Those
descended from these original genie battle masters
passed their talents down through the generations, and
the discipline proliferated from there. In the current day,
practitioners of Elemental Flux blend arcane elemental
energies with martial strikes to create a dizzying
array of quasi-arcane, magic-infused attacks that spell

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Path of War Expanded


devastation and ruin to enemies. Elemental Fluxs
associated skill is Spellcraft, and its associated weapon
groups are light blades, monk, and thrown.

Eternal Guardian
The exact origins of the discipline of the Eternal Guardian
are difficult to determine due to the styles incredible
age. One legend claims it was created by the god who
first separated the planes, dividing the mortal from the
immortal, while another story insists that it was founded
by a single warrior who swore to defend his city from an
entire invading army. These stories reflect the core of the
discipline: A total devotion to a promiseusually either
an oath to an ally that they will survive, no matter the
cost to the disciple, or a curse on a foe that they will never
escape. Today, the discipline of the Eternal Guardian has
spread far and wide: It is used by bodyguards in the
palaces of kings, sentinels of occult orders, and humble
night watchmen making their rounds. The discipline
of the Eternal Guardian and all of its maneuvers and
stances are considered to be supernatural abilities and
thus do not function in situations where supernatural
abilities will fail. Eternal Guardians associated skill
is Intimidate, and its associated weapon groups are
hammers, heavy blades, and polearms.

Mithral Current
Like the flashing rapids, thundering waterfalls and
deep, silent depths of the ocean, disciples of Mithral
Current embody the many forms and ever changing
nature of water. The art of Mithral Currents bladework
began as a set of scattered abilities found across several
different island nations. Through frequent cultural
exchange, trade and war these techniques spread and
mixed forming a unique style that blended the culture
and history of many peoples. The discipline found its
use among all walks of life, from noble palaces where
the drawing of a blade was an act of social suicide to the
slums of portside cities where a hidden blade was the
only thing that could keep one safe. Mithral Currents
associated skill is Perform (dance), and its associated
weapon groups are light blades, heavy blades, and
polearms.

Piercing Thunder
The Piercing Thunder discipline finds its traditions
rooted in one of the oldest weapons known to intelligent
beings: the spear. Be this spear fought in melee, tossed to
hunt, or used as part of a charge, the spear, and later the
polearm, has been a standard in military practice. Those
who follow Piercing Thunders teachings know that
these mighty hafted weapons are equally at home in the
hands of a warrior on the battlefield as they are in those
of a poor peasant militiamanthe spear knows no rank,
only skill. Piercing Thunder shows superiority through
the overwhelming force granted by reach and mobility.
Piercing Thunders associated skill is Acrobatics, and its
associated weapon groups are polearms and spears.

96

Riven Hourglass
Time exists. No one can deny this fact that time inexorably
marches forward and brings all things to crumbling ruin,
to death, and to dissolution. For others, time brings great
things, as when things mature they grow and change,
become more beautiful or potent. At the end of all things,
the sand in the hourglass always falls and time passes.
Some souls rejected this notion, and learned through
skill with a blade to cleave the hourglass in twain and
alter the passage of time to their benefit. Thus, the Riven
Hourglass discipline was born. Students of this discipline
believe that within each being there is an Hourglass in
their soul, and within this hourglass resides the sands
that flow endlessly towards the end of a creatures time
in the world. By manipulating their own Hourglass and
that of others, the practitioners of this art show that
through will, determination, and the use of the sands of
time within all beings that battle can be won before it
has even begun. Riven Hourglass disciples are capable
of seeing minute flows in the endlessly flowing sands of
time and are capable of making decisions in the moments
when they need to be made. Riven Hourglass associated
skill is Autohypnosis, and its associated weapon groups
are flails, hammers, and light blades.

Shattered Mirror
The strange and, in some ways, disquieting discipline
known as Shattered Mirror is ancient and misunderstood.
Many conflicting tales of its origins and practice exist,
crediting its invention to a variety sources. Perhaps the
most well-known story of its origin places blame for it
at the feet of a mirror of opposition triggered by a great
warrior caught in the midst of a magical conflict. The
mirrors powerful magics were pulled and warped by the
flying spells and magical taint and the being it coughed
forth came out wrong, unable to return to its home.
Deprived of its homeland and its true and proper nature,
it traveled the lands seeking power over reflections in
an effort to return. The product of its failure, says the
legend, is Shattered Mirror, which is still practiced to this
day by those who seek power over reflections both true
and deceptive. Shattered Mirrors associated skills are
Craft (glassmaking), Craft (painting), Craft (sculpture),
and Craft (sketching), and its associated weapon groups
as heavy blades, light blades, and close weapons. Some
maneuvers from this discipline require the initiator to
make a Craft check; these checks must use one of the
Craft skills associated with Shattered Mirror.

Sleeping Goddess
Though some put their trust in a well-crafted sword or a
solid shield, the greatest warriors know that a tempered
mind and devotion to ones ideals are the sharpest
weapon and the toughest armor. A Sleeping Goddess
adept strikes his deathblow not at the heart of his foe,
but at the ideals and principles the foe devotes himself
to, undermining his conceptual basis of reality. Through

Path of War Expanded


their mastery of psionics and overpowering force of
belief, disciples of this discipline assert their presence
on the world, transcending the shackles of reality and
making their surroundings their own. A master of the
discipline becomes unto a god; he rends minds asunder
as easily as bodies and shakes the foundations of others
beliefs merely by sharing his own. Sleeping Goddess
associated skill is Autohypnosis, and its associated
weapon groups are flails, heavy blades, monk, and
spears. In addition, any weapon created by the form
mind blade class feature or equivalent ability (such as
a deadly fists empowered strikes, a psychic armorys
panoply of blades, or a soulbolts mind bolt) or by a
Sleeping Goddess maneuver is treated as a discipline
weapon.

Tempest Gale
Like the whipping winds of a great storm front, the
arrows, slings, bullets and thrown weapons of a Tempest
Gale disciple reach out across the battlefield to find
their target without error. Developed from the skills of
masterful archers who used trick shots and careful aim
to bring down their foes, Tempest Gale is a discipline that
specializes in targeted shots that can disable or destroy
any foe. Tempest Gales associated skill is Sleight of Hand,
and its associated weapon groups are bows, crossbows,
firearms, and thrown.

New Special Rules


Several of the disciplines in Path of War: Expanded have
special rules associated with them.

Active Elements
Many Elemental Flux maneuvers deal damage of the
initiators active elements associated energy type. The
four available active elements (and their associated
energy type) are air (electricity), earth (acid), fire (fire),
and water (cold). A character that knows at least one
Elemental Flux maneuver chooses his active element
when he readies his maneuvers, and can change it by
focusing as a standard action. A character can only
have one active element at a time. An Elemental Flux
maneuver that deals energy damage gains that damage
type as a descriptor.
If a character is psionic, they can change their active
energy type whenever they change their active element,
and vice versa. A psionic characters active energy type
need not match their active element.

Curse Maneuvers
Some maneuvers have the curse descriptor. These
maneuvers, much like spells with the curse descriptor,
use persistent, malicious energies to inflict penalties on
their victims. A creature immune to curses is immune to
the effects of these maneuvers, with the exception of any
weapon damage inflicted by them.
Many of these curse maneuvers inflict a new condition:
cursed. By itself, the cursed condition does nothing, but
many maneuvers or abilities have an increased effect

on cursed creatures, or can only be used on cursed


creatures (see individual maneuver descriptions for
more information on how they interact with the cursed
condition). Spells with the curse descriptor also apply
the cursed condition for a duration equal to the spells
duration. Multiple applications of the cursed condition
do not overlap; instead the duration of each new
application of the condition is added to the remaining
duration of the previous application. The successful use
of break enchantment, remove curse, or similar effects
removes the cursed condition from the target in addition
to their normal effects.

The Fine Art of Iaijutsu


Disciples of the Mithral Current discipline are swift
-striking warriors, and many of their maneuvers gain
an added benefit if the disciple draws their weapon
as part of the attack. For purposes of game mechanics,
this means that the disciple has their weapon sheathed
before initiating the maneuver, has the Quick Draw feat
or a base attack bonus of +1 (allowing them to draw their
weapon as part of a move action) and is initiating the
maneuver using the weapon that is sheathed, drawing
that weapon as a free action prior to initiating the
maneuver (this can be done even if it isnt their turn). As
long as all three conditions are met, the Mithral Current
disciple meets the requirements for these bonus effects
to activate when initiating these maneuvers. A weapon
is considered sheathed if it is in a non-threatening
position, such as a monk putting their hands at their
sides or in their pockets, a spear wielder pointing the
tip of their spear into the ground, a soulknife with an
unformed mind blade, or even a samurai keeping their
katana in its sheath. The terminology of sheathing the
weapon is only intended to serve as a shorthand for any
number of ways a warrior can present themselves as
non-threatening with their weapon.

Sleeping Goddess and Power Points


The Sleeping Goddess discipline unlocks the power of the
mind, allowing its adepts to tap into their psionic talent.
You gain power points equal to the highest level Sleeping
Goddess maneuver you know (including stances), plus
one additional power point for each Sleeping Goddess
maneuver known beyond the first (including stances).
If you already have a power point pool, you add those
points to it. If you do not have a power point pool, you
gain one as well as the psionic subtype. You do not
gain bonus power points for a high initiation modifier
(though you do gain bonus power points for having a
high key ability score if you have levels in a manifesting
class, as normal).

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Path of War Expanded


Maneuvers and Stances
Cursed Razor
1st Level
Aura of Misfortune: Stance Opponents within close
range take a 2 penalty on saving throws.
Luck Shifting: Boost Gain a +1 luck bonus to your
AC for each cursed opponent within medium range
(maximum +5).
Spilled Salt: Counter An opponent within medium
range takes a 4 penalty on an attack roll or skill check
Stutter Strike: Strike [curse] Your melee attack curses
the target and causes them to take a 4 penalty on
language-based skill checks, and suffer a 25% failure
chance on spells with verbal components.
Touch of the Witch: Stance [curse] Opponents struck
in melee become cursed.
Woeful Burden: Strike [curse] Your melee attack
curses the target and reduces their movement speed by
10 feet + 5 feet per four initiator levels.

2nd Level
Bad Karma: Counter [curse] An opponent that targets
you must succeed at a Will save or become cursed and
take a 4 penalty to d20 rolls for 1d4 rounds.
Mockery: Strike Your melee attack deals +1d6 damage,
or +3d6 against a cursed opponent.
Murderous Spite: Boost Your next melee attack
against a cursed opponent is a touch attack.
Torment the Weak: Strike Your melee attack deals +1d6
damage; a cursed target begins to bleed uncontrollably.
Word of Retribution: Counter Make a Spellcraft check
when damaged by a cursed opponent to deal equal
damage to that opponent.

3rd Level
Aura of Shared Misery: Stance You can curse multiple
opponents at once, and cursed creatures within 20 feet
take additional damage from attacks and effects.
Dogpile Strike: Strike Your melee attack deals +2d6
damage and may knock the target prone. This strike
deals an additional +2d6 damage against flanked
creatures.
Huntsmans Curse: Strike [curse] Your melee attack
curses, staggers, and penalizes the target unless they
succeed at a Will save.
Sorcerers Sidestep: Counter You gain a luck bonus
on saving throws for one round equal to +2 plus the
number of cursed creatures within medium range
(maximum +10)

4th Level
Hangmans Curse: Strike [curse] Your melee attack
curses and exhausts the target unless they succeed at
a Fortitude save.

98

Persecution: Strike Your attack deals +4d6 damage, or


+8d8 against a cursed opponent.
Warlocks Stride: Boost [curse] Your movement speed
doubles and you leave behind a cursed trail for one
round.
Witchfinders Brand: Boost The next power, psi-like
ability, spell, or spell-like ability the target uses
within one round is disrupted unless it succeeds on a
Concentration check.

5th Level
Festering Curse: Strike [curse] Your melee attack deals
+4d6 damage and curses the target with a festering rot.
Shadow Pin: Counter [curse] You curse a creature
within medium range and interrupt their movement. A
flying target falls.
The Dragon Knows: Stance You gain blindsight with
a range of 60 feet, and cursed opponents cannot use
Acrobatics to avoid attacks of opportunity against you.
Witchs Revenge: Strike [curse] Your melee attack
curses the target, and they must succeed at a Fortitude
save or take a 4 penalty to an ability score. A cursed
target takes either a worse penalty or a second penalty.

6th Level
Curse of Chains: Strike [curse] Your melee attack
causes the target to become cursed and paralyzed
unless it succeeds at a Will save; other opponents near
them must also save or become cursed and paralyzed.
Eye for an Eye: Counter An opponent suffers the
effects of an attack, spell, or power they used against
you.
Oathbreakers Aura: Stance [curse] Opponents within
30 feet cannot benefit from anarchic, axiomatic, insight,
morale, profane, or sacred bonuses, and opponents
struck in melee become cursed.
Sorcerers Gaze: Boost Your attacks ignore ignore
concealment, miss chances, and deflection bonuses to
AC for one round.
Warlocks Blow: Strike You teleport an opponent
within long range to a space within your reach, then
attack them. Your melee attack deals +8d6 damage.

7th Level
Black Dogs Due: Strike Your melee attack deals
+8d6 damage and may knock the target prone. This
strike deals an additional +4d6 damage against flanked
creatures.
Traitors Roar: Strike [curse] Your attack curses the
target and causes them to violently betray their allies
unless they succeed at a Will save.
Woedrinker: You gain concealment and a +2 luck bonus
on attack damage rolls per cursed opponent within
medium range (maximum +10) for one minute. In
addition, you gain temporary hit points based on the
number of cursed opponents within range.

Path of War Expanded


8th Level
Luckdrinker Aura: Stance You steal magical and
psionic effects from opponents within 30 feet.
Unending Nightmare Strike: Strike Your melee attack
causes the target to take repeated damage to each of its
mental ability scores.
Warlocks Mirror: Counter Make a Spellcraft check to
redirect a attack or effect from a cursed opponent to up
to three creatures of your choice within medium range.

9th Level
Festival of Shadows: Strike Opponents within close
range must make a Reflex save or become immobilized
by shadows, then you attack each creature within
range. Your attack deals +10d6 damage, or +12d8
against cursed opponents.

Elemental Flux
1st Level
Eldritch Shield: CounterA You gain energy resistance
10 against a single attack or effect.
Elemental Nimbus: Stance You gain variable offensive
effects based on your active element.
Embrace the Elements: Stance You gain variable
defensive effects based on your active element.
Fluctuation Movement: Boost You gain a movement
method or bonus based on your active element.
Spark Strike: StrikeA Your attack deals +2d4 energy
damage.
Variable Flux: Strike Your attack has an additional
effect based on your active element.

2nd Level
Arcane Shield: CounterA You make a Spellcraft check
to generate a small shield of force to defend against an
attack.
Degrade Resistance: BoostA Your attacks for one
round ignore 10 points of energy resistance of your
active elements associated energy type.
Eldritch Fang: BoostA Your next attack this round
deals +1d4 force damage, overcomes damage reduction,
and may stagger the target.
Elemental Strike: StrikeA Your attack has an additional
effect based on your active element, and can be
augmented for extra damage.
Energy Spark: BoostA As part of an attack, you fire a
ray that deals 3d6 points of energy damage. You can
augment to fire a second ray.

3rd Level
Elemental Flux Stance: Stance Your attacks deal
+2d6 energy damage. In addition, you gain energy
resistance 15 and an additional effect based on your
active element.

Energy Jolt: StrikeA You fire a ray that deals 3d6 points
of energy damage, plus an additional effect based on
your active element.
Lance of Power: StrikeA You create a 30-foot line that
deals 5d6 points of energy damage, plus an additional
effect based on your active element.
Raging Flux: StrikeA Your melee attack deals +4d6
energy damage and pushes the target back 5 feet for
every 10 points of damage dealt.

4th Level
Arcane Torrent: StrikeA You fire missiles of force that
deal 6d6 points of damage unless the target succeeds at
a Reflex save. You can augment to instead fire an area
barrage of missiles.
Assay Resistance: BoostA Your next attack ignores
25 points of energy resistances, overcomes damage
reduction, and deals +2d6 energy damage.
Eldritch Consumption: Counter Make a Spellcraft
check to negate a spell or power targeting you; if you
succeed, you heal 5 hit points per level of the effect.
Energy Hammer: StrikeA Your attack deals +6d6
energy damage, plus an additional effect based on your
active element.

5th Level
Elemental Drive: StrikeA You fire a ray that deals 9d6
points of energy damage and bull rushes the target.
Elemental Absorption: Counter You become immune
to your active elements associated energy type, instead
healing for half the damage that would be dealt for one
round.
Elemental Vortex: StrikeA Your attack deals +8d6
energy damage, plus an additional effect based on your
active element.
Enter the Vortex: Stance You can fire blasts of energy
that deal 4d6 damage, and gain a movement type based
on your active element.

6th Level
Eldritch Energy Hammer: StrikeA Your attack affects
the target as if by a greater dispel magic, dealing
additional damage if you dispel an effect.
Elemental Destruction Ring: StrikeA You create a
20-foot burst around you that deals 12d6 points of
energy damage, plus an additional effect based on your
active element.
Eldritch Fang Flurry: Boost Your attacks for one
round deal +3d6 force damage, overcome damage
reduction, and a struck creature must make a Fortitude
save or become blinded for one round.
Nexus of Elemental Retribution: Stance You gain
resistance 30 to acid, cold, electricity and fire. Some of
the damage you absorb is stored and can be unleashed
as a burst around you.
Shatter Resistance: BoostA Your attacks deal +4d6
energy damage for one round. In addition, you ignore
energy resistance for one round, and creatures immune

99

Path of War Expanded


to energy damage take half damage, rather than none.
You can augment to also reduce the spell resistance of
creatures struck.

7th Level
Cascade of Elemental Wrath: StrikeA Make a full
attack. Each attack deals additional damage equal to
1d6 + your initiation modifier, and you can change your
active element as a free action after each attack.
Force Majeure: StrikeA Your melee attack deals +14d6
energy damage. All the damage dealt by the attack is
considered energy damage, rather than its normal type.
You can augment to instead deal force damage.
Redirecting Flux: CounterA Make a Spellcraft check to
redirect a magical effect to a new target.

8th Level
Elemental Breach: Boost Your attacks for one round
ignore energy resistances and immunities, and
overcome damage reduction. Any damage of your
active elements associated energy type is increased
by 50%.
Master of the Elements: Stance You transform as if
under the effect of the elemental body III spell.
Zephyr Flux: StrikeA You transform into energy,
teleporting across the battlefield and dealing damage
to creatures you touch.

9th Level
Strike of Elemental Devastation: StrikeA You fire five
elemental rays, each dealing energy damage and an
effect based on the element of the ray.

Eternal Guardian
1st Level
Guards Oath: Strike On a failed save, your foes
movement is cursed, provoking attacks of opportunity
against you even if it otherwise would not.
Strike of the Infinite Protector: Strike Your attack
grants an ally a +2 bonus to AC.
Terrifying Blow: Strike Your attack may frighten the
target. Deals +1d6 damage against a cursed opponent.
Valiant Keepers Stance: Stance Allies do not provoke
attacks of opportunity when moving through squares
you threaten.
Vigilant Keepers Stance: Stance Enemies treat
squares in your threatened area as difficult terrain.
Wardens Bearing: Boost You gain a +2 bonus to a
combat maneuver attempt, and you are treated as one
size category larger for determining if you can make
that attempt.

2nd Level
Debilitating Fear: Boost Daze a cowering, shaken,
frightened, or panicked opponent.
Fear the Reaper: Counter Intimidate an opponent into
missing an ally.

100

Oath of the Intercessor: Counter You take a blow


meant for an ally.
Strike of the Royal Guardian: Strike Your attack
reduces your opponents damage and curses them.
Relentless Wardens Strike: Strike You teleport to a
creature that is cursed or afraid, then make a melee
attack that deals +2d6 damage.

3rd Level
Binding Fetters: Boost Your attack curses a creature,
and that creature must make a Will save or be teleported
back to you at the start of your next turn.
Intruders End: Counter You dare your foes to enter
your protected sanctum, dramatically increasing your
threatened area and gaining additional attacks of
opportunity.
Stance of the Eternal Guardian: Stance You tie your
soul to a creature, giving benefits similar to a shield
other spell.
Swallow Your Fear: Counter You or an ally gain a
+4 morale bonus to a save against a mind-affecting
effect. If your target succeeds on your save, they gain
temporary hit points.

4th Level
Grim Guards Laughter: Strike Your attack deals +4d6
damage and you can intimidate all opponents within
30 feet. If your target is cursed, they also may become
frightened.
Oath of Torpor: Boost Your attacks lay a binding curse
on their targets, possibly slowing them if they move.
Strike of the Steadfast Legion: Strike Your attack
causes you and your allies gain damage reduction,
and allies can sacrifice hit points to grant other allies
temporary hit points for one round.
Watchmans Rebuke: Counter You force an opponent
to reroll a successful saving throw. Cursed creatures
take a 2 penalty on that reroll.

5th Level
Jailer of the Damned: Stance You ignore immunity
to mind-affecting and fear effects, and you gain a +2
bonus on combat maneuver attempts against afraid
creatures.
Unbearable Gaze: Counter You blind an opponent,
potentially causing their attack or spell to miss.
Shackles of the Condemned: Strike Your attack deals
+5d6 damage and you shackle yourself to your target
with supernatural chains, entangling them.
Stand Your Ground: Counter You and an ally take half
damage from attacks and effects for one round.

6th Level
Charge of Dismay: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may frighten nearby enemies.
Inescapable Fetters: Boost Your attacks for one round
curse creatures, and those creature must make a Will

Path of War Expanded


save or be teleported back to you at the start of each of
their turns.
Inescapable Grasp: Stance Cursed creatures you
threaten cannot take 5-foot steps or use the withdraw
action, and their movement provokes attacks of
opportunity from you even if they otherwise would not.
Infinite Focus: Counter Your allies within 60 feet do
not provoke attacks of opportunity for one round.
Strike of Sacrifice: Strike Your attack deals +6d6
damage and you transfer some of your AC to allies
within 30 feet.

while flat-footed). In addition, you gain the benefits of


the Combat Reflexes feat, using your initiation modifier
in place of your Dexterity modifier to determine the
number of attacks of opportunity you can make.
Swift Current: Strike Your melee attack deals +1d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Tidal Blade: Strike Your melee attack targets two
creatures within your reach. If you drew your weapon
as part of this strike, you gain a +2 bonus on your attack
roll.

7th Level

2nd Level

Curse of Impending Doom: Strike Your attack deals


+6d6 damage, curses the target, and inflicts a growing
penalty on attack rolls, saving throws, and skill checks.
Grim Satisfaction: Boost Your next attack may cause
the target to cower in fear for one round.
Unbreakable Promise: Counter Opponents within 60
feet must make a Will save or become unable to reduce
other creatures below 0 hit points.

Calm the Storm: Counter Make an opposed attack roll


to negate an attack against you. If the attack is negated,
the attacker must make a Reflex Save or be unable to
attack you again this round.
Dual Crash: Strike You make an attack, and if you
drew your weapon as part of this strike, you can make
a second attack at a 2 penalty.
Iron Wave: Strike Your melee attack deals +2d6
damage. If you drew your weapon as part of this strike,
you can make this attack against a creature within
close range, and your target must make a Will save or
become vulnerable to silver.
Ride the Wake: Boost If you drew your weapon as
part of an attack this round, you can initiate this boost
to move up to your speed without provoking attacks of
opportunity.
Riptide Strike: Strike Your melee attack deals +2d6
damage. If you drew your weapon as part of this strike,
you can make a trip attempt with a +2 competence
bonus.

8th Level
Crushing Rebuke: Counter You Intimidate an enemy,
causing them to fail attack rolls for the rest of their
turn.
Hammer of the Immortal: Strike You attack every
opponent you threaten, dealing +8d6 points of damage
and inflicting a 4 penalty to their AC and CMD. Then,
you make a combat maneuver attempt against each
target hit.
Stance of the Infinite Warrior: Stance Your threatened
squares remain threatened for one round, and you can
teleport to an opponent within your threatened area as
an immediate action.

9th Level
Oath of Eternity: Counter You swear a large area
around you to be under your protection, massively
increasing your threatened area and gaining additional
attacks of opportunity.

Mithral Current
1st Level
Flowing Creek: Counter Make a Perform (dance)
check to negate an incoming attack. If you succeed, you
can take a 5-foot step.
Following Wake: Boost You can make a trip attempt
against the next creature you charge this round as a
free action, using a Perform (dance) check in place of a
combat maneuver check.
Reaching Blade Stance: Stance Your melee attacks
deal +1d6 damage, and your first attack each round has
its reach increased by 5 feet.
Ready the Draw: Stance You threaten squares as if you
were wielding sheathed weapons on your person, and
can draw weapons as part of any type of attack (even

3rd Level
Flowing Water Stance: Stance You gain a +4 dodge
bonus to your AC and a +4 bonus on initiative checks.
Once per round, you can sheath a weapon as a free
action that does not provoke attacks of opportunity.
Rippling Current: Strike Your melee attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Rushing Wake: Boost When you charge this round,
you can trip each opponent adjacent to you during your
movement.
Salt Breeze Strike: Strike Your attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target takes a 4 penalty on attack rolls for one
round.

4th Level
Blinding Reflection: Strike Your melee attack deals
+6d6 damage. If you drew your weapon as part of
this strike, your target must make a Fortitude save or
become blinded for one round.
Disruptive Wave: Counter You can charge a creature
casting a spell or power against you, and increase the
DC to maintain concentration on their effect by 4.

101

Path of War Expanded


Ride the Current: Counter You move up to10 feet after
an attack is made against you. If you have a sheathed
weapon, you may draw it and attack the creature back.
Silver Wave: Strike Your melee attack deals +6d6
damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will save
or become vulnerable to silver, and you can bull rush
them with a bonus on your CMB check equal to your
initiation modifier.

5th Level
Flowing Stream: Counter Make a Perform (Dance)
check to negate an attack or in place of a Reflex Save. If
you succeed, you can move up to your speed, drawing
a sheathed weapon and making an attack back against
the creature for +3d6 damage.
Mithral Flash: Counter Make an opposed attack roll to
negate an opponents attack. If you drew your weapon
as part of this counter, you can attack the creature back
for +5d6 damage, treating your weapons as silver while
you do so.
Rapid Current: Strike You make two melee attacks,
dealing +3d6 damage on each. If you drew your
weapon as part of this strike, you can make a third
attack that does not deal additional damage.
Shifting Waters Stance: Stance You do not need to
move in a straight line while charging, can charge
through difficult terrain, and once per round, you
can sheath your weapon as a free action that does
not provoke attacks of opportunity. In addition,
you increase any movement you make as part of a
maneuver by 5 feet.
Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +3d6 damage. If you drew your
weapon as part of this strike, you can attack all
opponents within your reach in addition to those
adjacent to you.

102

them with a bonus on your CMB check equal to your


initiation modifier.

7th Level
Blade of the Silver Sea: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you overcome damage reduction and suppress
the targets regeneration and fast healing.
Flowing River: Counter Make a Perform (dance)
check in place of a saving throw. If you succeed, you
can move to a space adjacent to the originator of the
effect and attack them with a sheathed weapon for
+5d6 damage.
Raging Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +5d6 damage. If you drew your
weapon as part of this strike, you can make a second
attack against them for +3d6 damage.

8th Level
Mithral Lightning Stance: Stance Your speed
increases by 10 feet, you gain a +6 dodge bonus to your
AC against attacks of opportunity, your weapons are
treated as silver, and once per round, you can sheath
your weapon as a free action that does not provoke
attacks of opportunity. In addition, you can make an
attack against any creature that makes an attack of
opportunity against you, dealing +3d6 damage. Your
attacks as part of counters deal +3d6 damage.
Mithral Wave: Strike Your melee attack deals +14d6
damage. If you drew your weapon as part of this strike,
you can make this attack against a creature within
close range, your target must make a Fortitude save
or become dazed for 1d4 rounds, a Reflex save or be
knocked prone, and a Will save or become vulnerable
to silver.
Riptide Slice: Strike Your melee attack deals +12d6
damage. If you drew your weapon as part of this strike,
this attack is made against your opponents touch AC.

6th Level

9th Level

Crashing Wake: Strike You move up to 30 feet and can


attack each opponent adjacent to you at any point in
the movement. These attacks deal +4d6 damage.
Endless Current: Boost You can move up to 10 feet as
a free action after each attack you make for one round.
Mithral Current Stance: Stance You threaten squares
as if you were wielding sheathed weapons on your
person, can draw weapons as part of any type of attack
(even while flat-footed), and once per round, you can
sheath your weapon as a free action that does not
provoke attacks of opportunity. In addition, creatures
you hit with an attack must make a Will save or become
vulnerable to silver.
Quicksilver Wave: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will
save or become vulnerable to silver, and you can trip

Dance of the Silver Hurricane: Counter For one


round, you can make a Perform (dance) check in place
of your AC and CMD, and can move up to 10 feet when
attacked. At the start of your next turn, you can attack
each creature that made an attack against you in the
previous round, dealing +1d6 damage for each time a
given creature missed you.

Piercing Thunder
1st Level
Bronze Lancers Edge: Boost Your next charge attack
deals +1d6 damage.
Bronze Lancet Charge: Strike Charge attack that
deals +1d6 damage and does not provoke attacks of
opportunity.

Path of War Expanded


Iron Pikemans Attitude: Stance Gain the benefits
of the Endurance feat and reduce armors restrictive
qualities.
Oaken Shield: Counter Increase your shield bonus by
+4 against one attack.
Phalanx Lancer: Stance Use heavy weapons one
handed with a shield and deal +1d6 damage those
weapons. You can lock your shields with those of allies
to gain a bonus to AC.
Piercing Strike: Strike Strike through two opponents
that are adjacent to each other.

2nd Level
Armor-Piercing Thrust: Strike Your attack is made
against your opponents touch AC.
Brace for Impact: Counter Make an Acrobatics check
to negate an incoming charge attack. If wielding a
discipline weapon, you deal damage back.
Hastened Leap: Boost Move up to 20 feet or make an
Acrobatics check to make a running jump with a +10
bonus.
Throwing Thunder: Strike Hurl your discipline
weapon at a target as an attack that deals +2d6 damage
and may knock the target prone.
Thunderous Fall: Strike Your attack deals +2d6
damage, and if the target is mounted, they may be
dismounted; if theyre on foot, you may make a trip
attempt as a free action.

3rd Level
Goring Strike: Strike Increases reach by 5 feet and
attacks opponents in a line, dealing +3d6 damage.
Iron Lancers Edge: Boost Your next charge attack
deals +3d6 damage and staggers your target.
Piercing Thunder Hammer: Strike You make a
powerful downward blow that deals +2d6 damage and
may knock your target prone.
Twin Thunder Stance: Stance You may wield two
heavy weapons as if they were both one-handed
weapons, and gain the benefits of the Two-Weapon
fighting feat.

4th Level
Iron Lancet Charge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may knock the target prone.
Leaping Strike: Strike Use an Acrobatics check in
place of your attack roll, dealing +6d6 damage if you hit.
Repositioning Leap: Counter Make an Acrobatics
check to negate an attack and leap out of the way of
danger.
Twisting Lance: Strike Make a trip attempt with a +4
bonus, and if you succeed, make an attack that deals
+5d6 damage.

5th Level
Meteor Spiral Strike: Strike Your attack deals +8d6
damage, automatically overcomes damage reduction,
and may nauseate the target.
Stance of the Thunderbrand: Stance You gain a +4
dodge bonus to your AC, your reach increases by 5
feet, and opponents you threaten provoke attacks of
opportunity with any movement, including 5-foot steps
and teleportation.
Throwing Comet: Strike Hurl your weapon as a 30-foot
line, dealing +8d6 damage and possibly knocking
opponents prone.
Twisting Parry: Counter Make an attack roll opposing
an incoming attack. If you succeed, you redirect the
attack to an adjacent opponent.

6th Level
Diving Thunderbolt Stance: Stance You gain a bonus
on Acrobatics to jump equal to twice your initiator
level, become immune to falling damage, and can
charge enemies you attack from a higher elevation.
Glorious Thunder Charge: Strike Charge attack
that deals +8d6 damage, does not provoke attacks of
opportunity, and may nauseate the target.
Impaling Comet Strike: Strike Increases reach
by 10 feet and attacks opponents in a line, dealing
+6d6 damage and automatically overcoming damage
reduction.
Lightning Rush: Boost Increase your speed by 30 feet
for one round, then move up to your speed as a free
action.
Steel Lancers Edge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and you can make an Acrobatics check to jump away
after the attack.

7th Level
Breaking the Charge: Counter Interrupt a charge
attack passing through your reach with an attack that
deals +5d6 damage and may knock the target prone.
Leaping Thunder Crash: Strike Use an Acrobatics
check in place of your attack roll, dealing +35 damage
if you hit and possibly disarming the target.
Rush to the Fray: Strike Charge attack that does not
provoke attacks of opportunity and allows you to
attack all adjacent opponents for +5d6 damage at the
end of the charge.

8th Level
Adamantine Lancers Edge: Boost Your next charge
attack deals +8d6 damage, automatically overcomes
damage reduction, and may daze your target.
Deadly Thunder Lancers Stance: Stance Gain
bonuses on attack rolls, damage rolls, and Acrobatics
checks to jump and tumble, and you can move before
or after maneuvers or attacks.

103

Path of War Expanded


Thundering Lancers Blow: Strike Your attack deals
+12d6 damage, and you can make a bull rush attempt
that also knocks the target prone.

9th Level
Piercing Charge of the Dread Lancer: Strike Charge
across the battlefield as a line attack, striking each
opponent you pass through and dealing +15d6 damage.

Riven Hourglass
1st Level
Clockwatcher: Counter You can act during a surprise
round in which you would not normally be able to act.
Distorted Clock: Stance You extend the effects of
beneficial spells and powers, and gain resistance
against harmful spell effects.
Minute Hand: Boost You make an attack as a swift
action with a 2 penalty.
Sands of Time Stance: Stance You gain a +2 bonus on
initiative checks and Reflex Saves.
Sands of Time Approach: Strike Your attack may
fatigue the target for 1d4 rounds.
Strike the Hourglass: Strike Your attack may cause
the target to lose their next move action.

2nd Level
Chronal Aggression: Strike Your fire a ray that deals
2d6 + your initiation modifier points of damage and
sickens the target.
Rapid Strike: Strike You make two attacks as a
standard action.
Stopwatch: Counter Make an Autohypnosis check
against an attack roll to take a 5-foot step, potentially
negating the attack.
Temporal Burn: Strike Your attack deals +2d6 damage,
overcomes damage reduction, and ignores hardness.
Unhindered Step: Boost Your land speed increases by
30 feet for one round.

3rd Level
Flickering Defense: Counter Your opponent must roll
twice for their attack and take the worse result, and
takes a 4 penalty on their attack roll.
Probability Twist: Counter You reroll a d20 roll or
damage roll. You must take the results of your reroll,
even if its worse.
Riven Hourglass Stance: Stance You gain a +4 dodge
bonus to your AC, a +4 on initiative checks, immunity
to slow, and a 20% miss chance against magical effects
that target you.
Temporal Fury: Strike Your attack deals +2d6 damage
and the target must make a Fortitude save or become
slowed.
Time Skitter: Boost You gain the benefits of a haste
spell for a number of rounds equal to your initiation
modifier.

104

4th Level
Chronal Draw: Strike Your attack deals +3d6 damage
and the target must make a Will save or become
exhausted.
Gift of Time: Boost You donate part or all of your turn
to an ally.
Temporal Body Adjustment: Counter You negate any
one negative condition that currently affects you.
Tip the Hourglass: Strike Your attack deals +4d6
damage and the target must make a Fortitude save or
become slowed.

5th Level
Chronal Fission: Stance You can initiate one counter
per round without using an immediate action.
Hour Hand: Boost Make an extra attack with a 4
penalty that deals +4d6 damage.
Sands of Time Tornado: Strike You attack each
adjacent opponent, dealing additional damage equal to
twice your initiation modifier and potentially sickening
your targets.
Time-Thiefs Talons: Strike Your attack deals an
additional 2 points of damage per initiator level and
heals you for the same amount.
Relativity Burst: Counter You gain a move action.

6th Level
Sand-Bearers Swiftness: Stance You gain the benefits
of a haste spell, immunity to slow, and a 20% miss
chance against attacks and effects that target you.
Shatter the Hourglass: Strike Your attack may freeze
the target in time for 1d4 rounds, paralyzing them.
Temporal Distortion: Counter You move up to twice
your speed without provoking attacks of opportunity.
Temporal Wave: Strike You unleash a 30-foot cone
of glimmering temporal energy that slows and may
nauseate creatures caught in the area.

7th Level
Beat the Clock: Counter You gain a standard action.
Sands of Time Hurricane: Strike You attack each
adjacent opponent twice with a +4 bonus on your
attack rolls. A struck target must make a Fortitude save
or become nauseated for one round.
Temporal Dilation: Strike Your melee touch attack
removes a foe from the timestream for 1d4 rounds.

8th Level
God of the Hourglass Stance: Stance You can act in
surprise rounds and within time stop spells, and you
gain an additional move or standard action each round.
Heart of the Time Lord: Counter You gain the effects
of a heal spell when you would be reduced to 0 or fewer
hit points.
Wrath of Time: Strike You unleash a massive wave
of temporal energy, dealing damage and potentially
disintegrating anything within a 60-foot cone.

Path of War Expanded


9th Level
Break the Hourglass: Counter You strike within the
moments before an opponent can act against you,
gaining a move and standard action (or full-round
action) with which to attack your opponent.

Shattered Mirror
1st Level
Breaking Glass Strike: Strike Your melee attack
dazzles the target and may daze them.
Copycat Cut: Strike Your melee attack deals +1d6
damage, and you can use one of your targets attack
rolls in place of a later attack.
Doppelganger Dance: Stance You can follow when
opponents make 5-foot steps.
Funhouse Waltz: Boost Your speed increases by 10
feet and you can turn while running and charging for
one round.
Left-Hand Strike: Strike A successful Craft check
causes opponent to lose shield bonus to AC and causes
the target to take +1d6 damage from your melee attack.
Obsidian Reflection Stance: Stance You apply a bonus
or penalty on attack and damage rolls to all creatures
within 20 feet (including you).

2nd Level
Broken Mirror Strike: Strike Your melee attack may
break the targets armor or shield.
Equivocate: Counter You establish a reflective
relationship with an opponent, sharing magical effects
between the two of you.
Mimics Gambit: Strike Your melee attack allows you
to copy a spell or power affecting the target.
Obsidian Razor Style: Boost You add your Craft ranks
as a bonus on damage rolls for one round.
Obsidian Sidestep: Counter Make a Craft check in
place of a saving throw.

3rd Level
Curse of the Twisted Reflection: Strike [curse] Your
melee attack curses the target and may confuse them.
Infinity Mirror Stance: Stance You create mirror
images of yourself.
Reflected Blade Style: Boost You copy the effects of a
strike against a second target within close range.
Shattered Glass Smite: Strike Your melee attack deals
+3d6 damage and creates a 30-foot cone of shattered,
magical glass behind them.

4th Level
Blazing Mirror Strike: Strike You make a touch attack
with a weapon you are wielding; the target must make
a Fortitude save or become blinded.
Carnival Swap: Boost You trade a power or spell
affecting you with one affecting the target.

Doppelganger Waltz: Counter You can move when


your target does.
Fetchs Wrath: Strike Your melee attack deals +4d6
damage, and you can teleport before or after the attack.

5th Level
Curse of the Smoking Mirror: Strike [curse] Your
attack causes the target to fall prey to a reflective curse
unless it succeeds at a Will save.
Empty Frame: Counter You become incorporeal in
response to harm.
Gleaming Imprisonment: Strike Your melee attack
traps a creature within a sphere of mirrors.
Silvered Mirror Stance: Stance A power or spell cast
on you can also affect allies.

6th Level
Copycats Cunning: Boost You copy armor, shield,
or weapon special abilities of items wielded by an
opponent.
Cursed Mirror Stance: Stance You can make
additional attacks of opportunity each round equal
to your initiation modifier, and attacks that hit you in
melee provoke an attack of opportunity from you.
Murderous Reflection: Strike Your melee attack gains
a bonus equal to the targets Strength modifier on the
attack roll and deals +7d6 damage.
Plagiarism: Counter You temporarily steal an ability
used against you.
Warped Glass Strike: Strike Your melee attack deals
+4d6 damage and causes the target to lose the ability to
tell friend from foe.

7th Level
Double Team: Strike Your melee attack knocks the
target prone and deals additional damage equal to
twice the result of a Craft check.
Infinite Reflections: Strike You deliver a cascade of
melee attacks.
Mirror Demons Waltz: Boost [curse] You teleport
to an unoccupied space within long range, cursing
opponents adjacent to you and rendering them flatfooted.

8th Level
Obsidian Negation: Counter You make a Craft check
against a spell, power, or maneuver to negate its effect
and cause the effects originator to be unable to use it
temporarily.
Shattered Mirror Strike: Strike Your melee attack
deals +6d6 damage and causes the target to be unable
to see other creatures.
Unholy Mirror Stance: Stance Harmful powers and
spells used against opponents within 30 feet of you are
copied to affect additional targets.

105

Path of War Expanded


9th Level
Septennial Seal: Strike Your melee attack traps the
targets soul within a mirror for seven years.

Sleeping Goddess
1st level
Battle Mantra: Stance You gain flexible insight bonuses
to aid your combat ability.
Body of Delusion: CounterA Make an Autohypnosis
check to halve damage taken from an attack.
Call the Souls Blade: Boost Create a weapon of ideals
or empower your mind blade.
Ego-Wounding Strike: StrikeA Your attack may inflict
a 2 penalty on attack rolls, skill checks, and ability
checks.
Flash of Insight: BoostA On a successful attack or CMB
check, you grant an ally a new save against an ongoing
effect.
Harmony-Shattering Strike: StrikeA Your attack may
increase the damage the target takes by your allies by
+1d6.
Unbroken Stride: Stance You can walk on liquids and
unstable surfaces, and eventually walls and even the
air.

2nd level
Adamant Will: CounterA You an one ally gain a +4
insight bonus to your ACs.
Fearless Faith: CounterA You reduce the effects of a
fear effect as it happens.
Mind-Revealing Strike: StrikeA Your attack deals
+1d6 damage, and you become able to read the targets
surface thoughts on a failed Will save.
Reactive Reversion: BoostA You mark your location
and can teleport back to it until the start of your next
turn.
Twofold Assault: StrikeA Your attack deals +1d6
damage and you may attempt a combat maneuver,
using an Autohypnosis check in place of your combat
maneuver check.

3rd level
Chains of Doubt: StrikeA Your attack deals +3d6
damage and may nauseate your target and its allies.
Grasp of the Goddess: BoostA Your reach is increased
by 5 feet and you can make an additional attack of
opportunity this round.
Inexorable Embrace of Sleep: StrikeA Your attack
deals +2d6 damage and puts victim into a trance.
Internal Dominion of the Sleeping Goddess: Stance
Once per round, you can reroll a failed saving throw or
force an opponent to reroll an attack roll.

4th level
Armory of the Sleeping Goddess: Boost You create
an enhanced weapon of ideals or empower your mind
blade.

106

Puppet of the Goddess: StrikeA Your attack deals +4d6


damage and may override one of the targets senses.
Reunion in Dreams: BoostA You teleport a willing
creature to your side.
Traumatic Reversal: CounterA You take half damage
from an effect, and the effects originator must succeed
at a Will save or take half the damage they would have
dealt.

5th level
Inarguable Presence of the Sleeping Goddess: Stance
You ignore immunity to mind-affecting effects and gain
a 20% miss chance against attacks.
Reshape the Sculpted Mind: StrikeA Your attack deals
1d4 damage to a mental ability score and may damage
the opponents mind temporarily.
Reverberation of Defeat: Boost When you reduce an
opponent to 0 or fewer hit points, that targets allies
must succeed at a Will save or become shakened and
sickened.
The Ties that Bind: StrikeA Your attack deals +5d6
damage, and your target along with one of its allies
may become entangled.

6th level
Convert Intrusion: CounterA Make an Autohypnosis
check to transform an opponents spell into a bonus on
saving throws for your allies.
Dreaming Nomad Strike: StrikeA You teleport across
the battlefield, striking multiple enemies.
Overpowering Optimism: Boost You automatically
regain psionic focus, and one of your maneuvers in the
next three rounds is augmented for free.
Strike of Transfixed Awe: StrikeA Your attack deals
+6d6 damage and may stun the target. If the target is a
spellcaster or manifester, they lose one of their highestlevel spell slots and power points.
Unavoidable Gaze of the Sleeping Goddess: Stance
You do not need to make Perception checks to notice
creatures within 60 feet, gain a bonus on initiative
checks, and can read the thoughts of those around you
by expending psionic focus.

7th level
Perfect Distillation of the Soul: Boost You create a
powerful weapon of ideals or empower your mind
blade.
Pierce the Soul: StrikeA Your attack deals +7d6 damage
and strikes at a creature connected to the targets mind
or spirit, rather than the target.
Soul-Crushing Mien: Counter Gain a +4 bonus on a
Will save, and possibly stun the effects originator.

8th level
Indomitable Idealism: Counter You avoid death,
recreating yourself from the thoughts of onlookers.
Self Beyond the Self: StrikeA Your attack temporarily
controls the target as if by a Geths mind control power.

Path of War Expanded


Unimpeachable Authority of the Sleeping Goddess:
Stance Your presence causes opponents to become
shaken, and you can focus your attention to panic an
opponent for one round.

9th level
Immortal Truths of the Sleeping Goddess: StrikeA
Your attack deals +10d6 damage, and if you would
reduce the target to 0 or fewer hit points, you enter
an instantaneous dialogue with them, potentially
converting them to your way of thinking.

Tempest Gale
1st Level
Disarming Shot: Strike Your ranged attack attack
allows you to make a ranged disarm attempt using
Sleight of Hand in place of your CMB.
Distant Gale: Strike Your ranged attack deals +1
damage for every 20 feet between you and the target
(maximum +5).
Eye of the Needle: Boost Your next ranged attack
against an opponent engaged in melee gains a +4 bonus.
Galebreakers Stance: Stance Your ranged attacks
ignore wind effects and the wind wall spell.
Slipstream Strike: Strike Your ranged attack ignores
cover less than total cover.
Snipers Eye Stance: Stance You reduce the penalty for
making attacks at multiple range increments, and gain
a bonus on ranged combat maneuver attempts.

2nd Level
Deflecting Shot: Counter Make a Sleight of Hand check
to disarm an opponent attacking an ally within 30 feet.
Distracting Draft: Boost Make a Sleight of Hand check
in place of Bluff to feint against a creature at range.
Your next ranged attack against that target deals +1d6
damage if successful.
Dustcatching Breeze: Strike Your ranged attack deals
+2d6 damage and allows you to make a ranged dirty
trick attempt using Sleight of Hand in place of your
CMB.
Piercing Shot: Strike Shoot your weapon in a 30-foot
line, dealing 3d6 damage (Reflex half).
Sudden Gust: Strike Your ranged attack deals +2d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB.

3rd Level
Battering Gale: Strike Your ranged attack deals +3d6
damage and allows you to make a ranged bull rush
attempt using Sleight of Hand in place of your CMB.
Cascading Draft: Boost Your next ranged attack deals
+2 damage for every 20 feet between you and the target
(maximum +20).
Disarming Blast: Strike Your ranged attack deals
+3d6 damage and allows you to make a ranged disarm
attempt using Sleight of Hand in place of your CMB.

Tempest Gale Stance: Stance You add your initiation


modifier to damage rolls with ranged weapons and
gain a bonus on ranged combat maneuver attempts
and the save DCs of Tempest Gale maneuvers equal to
1/4 your initiator level.

4th Level
Cutting Gale: Strike Your ranged attack deals +5d6
damage, automatically overcomes damage reduction,
and may inflict a bleeding wound.
Exploding Gale: Strike Your ranged attack deals +4d6
damage and explodes outwards, the shrapnel dealing
damage to adjacent creatures equal to your initiation
modifier.
Iron Wind: Strike Your ranged attack deals +4d6
damage and may stagger the target.
Wind Tunnel: Boost Your ranged attacks for one round
do not take penalties for making attacks at multiple
range increments.

5th Level
Iron Wind: Strike Your ranged attack deals +5d6
damage and may blind the target.
Dancing Winds Stance: Stance As long as you move at
least 10 feet in a round, you gain improved evasion and
a 20% miss chance against all attacks.
False Wind: Counter Make a ranged attack against
an opponent that attacks an ally. If it hits, the ally can
move up to their speed, even if it isnt their turn.
Grounding Shot: Strike Your ranged attack deals +5d6
damage and if the target is flying, they must succeed at
a Fly check opposed by your Sleight of Hand check or
lose the ability to fly.
Piercing Gale: Strike Shoot your weapon in a 50-foot
line, dealing 10d6 damage (Reflex half). Creatures that
fail their saves are knocked prone.

6th Level
Razor Tempest: Strike Your ranged attack deals +8d6
damage and inflicts a bleeding wound.
Trick of the Wind: Boost Use Sleight of Hand check
in place of attack roll for ranged attacks for one round.
Wind Lance: Strike Your ranged attack deals double
damage, or triple damage if used at the end of a charge
with a thrown weapon.
Winds of Vengeance Stance: Stance You can make
additional attacks of opportunity equal to your initiation
modifier and opponents that hit allies provoke a
ranged attack of opportunity from you.

7th Level
Black Wind: Strike Shoot your weapon in a 50-foot line,
dealing 15d6 damage (Reflex half). Creatures that fail
their saves must also make a Fortitude save or become
dazed for one round.
Hunting Zephyr: Strike Your ranged attack
automatically hits and threatens a critical hit.

107

Path of War Expanded


Punishing Tempest: Boost Your ranged attacks for one
round allow you to make ranged bull rush attempts
against the targets, using Sleight of Hand in place of
your CMB.

8th Level
Breath Stealing Wind: Strike Your ranged attack deals
+10d6 damage and silences the target.
Eye of the Storm: Stance You You add your initiation
modifier to damage rolls with ranged weapons, ignore
cover and concealment less than total, and ignore
weather and winds on your attacks (including magical
winds such as a wind wall spell).
Steel Tornado: Strike Your ranged attack deals +10d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB. In addition,
you can make a ranged disarm attempt against them
for each item they are holding.

9th Level
Vicious Tempest Volley: Strike You make a full attack
with your ranged weapon, with each hit dealing +2d6
damage and allowing you to make a ranged bull rush,
dirty trick, disarm, sunder, or trip attempt using Sleight
of Hand in place of your CMB.

Maneuver Descriptions
The maneuvers in this section are listed first by
discipline, then by level within the discipline, and then
in alphabetical order within a given level.

Cursed Razor
Special Note: Maneuvers from this discipline are
imbued and enhanced with magical energies. As such,
they are supernatural abilities.

1st Level
AURA OF MISFORTUNE
Discipline: Cursed Razor (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You project an area of ill fortune. While you maintain this
stance, all opponents within close range (25 feet + 5 feet per
2 initiator levels) take a 2 penalty on saving throws.
LUCK SHIFTING
Discipline: Cursed Razor (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

108

One mans ill luck is another mans fortune. After initiating


this boost, you gain a +1 luck bonus to your AC until the
start of your next turn for each cursed opponent within
medium range (100 feet + 10 feet per initiator level), up to a
maximum bonus of +5.
SPILLED SALT
Discipline: Cursed Razor (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous (see text)
This unsubtle counter disrupts an opponent with a blatant
curse, whelming them with misfortune. You can initiate
this counter when a creature within range makes an attack
roll or skill check. That creature takes a 4 penalty on that
attack roll or skill check.
STUTTER STRIKE
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With just the faintest edge of dark energies, you can afflict
your victims with a word-eating curse. Make a melee
attack. If it hits, it deals weapon damage as normal, and the
target must succeed at a Will save (DC 11 + your initiation
modifier) or take a 4 penalty on language-based skill
checks and suffer a 25% chance of failure when casting
spells (including divine spells) with a verbal component for
a number of rounds equal to your initiator level. In addition,
a struck target becomes cursed for a number of rounds
equal to your initiator level, regardless of whether or not it
succeeded on its save.
TOUCH OF THE WITCH
Discipline: Cursed Razor (Stance) [curse]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your weapons become charged with malicious energies.
While you maintain this stance, any creature you hit with a
melee weapon (including natural weapons) becomes cursed
for a number of rounds equal to your initiation modifier.
This stances effect resolves after other effects relating to the
attack (such as strikes or weapon properties).
WOEFUL BURDEN
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Prerequisites: None
Initiation Action: 1 standard action

Path of War Expanded


Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This insidious strike leaves a creature burdened with
phantom weight that bears them down. Make a melee
attack. If it hits, it deals weapon damage as normal, and the
target takes a penalty to each of their movement speeds
equal to 10 feet + 5 feet per four initiator levels for a number
of rounds equal to your initiator level. In addition, a struck
target becomes cursed for a number of rounds equal to
your initiator level.

2nd Level
BAD KARMA
Discipline: Cursed Razor (Counter) [curse]
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous (see text)
Invoking the basic laws of fortune and punishment, you
curse a creature that attempts to harm you. You can initiate
this counter in response to being targeted by an attack,
ability, maneuver, power, or spell, regardless of the distance
between you and your attacker. The creature targeting
you must succeed at a Will save (DC 12 + your initiation
modifier) or take a 4 penalty on all d20 rolls for 1d4 rounds.
If they fail their saving throw, they also become cursed for
an equal duration.

TORMENT THE WEAK


Discipline: Cursed Razor (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This vicious strike rends its victims and causes those under
your dark power to vent their life force. Make a melee
attack. If it hits, it deals weapon damage as normal plus an
additional 1d6 points of damage. If the target is cursed, it
takes an additional 1d6 points of damage each round at
the start of its turn for a number of rounds equal to your
initiation modifier.
WORD OF RETRIBUTION
Discipline: Cursed Razor (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: Creature targeting you
Duration: Instantaneous
With a word, you afflict your enemies with the power of
your vengeance. You can initiate this counter whenever

MOCKERY
Discipline: Cursed Razor (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This strike amplifies the misfortune already afflicting an
enemy, turning their curse into deep wounds. Make a melee
attack. If it hits, it deals weapon damage as normal plus an
additional 1d6 points of damage. If the target is cursed, this
strikes additional damage increases to 3d6.
MURDEROUS SPITE
Discipline: Cursed Razor (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You channel your ill will into your attacks. After you initiate
this boost, the next melee attack you make against a cursed
creature before the start of your next turn is considered a
touch attack.

109

Path of War Expanded


a cursed creature deals damage to you. Make a Spellcraft
check (DC 10 + 1/2 that creatures Hit Dice + that creatures
Charisma modifier). If you succeed, you deal damage to that
creature equal to the damage it did to you. This damage is
not subject to damage reduction, immunity, or resistance
of any kind.

for a number of rounds equal to your initiator level. In


addition, a target that fails its save takes a 1 penalty on
attack rolls, Reflex saves, and to its AC, and moves at half its
normal speed for the same duration.

3rd Level

Discipline: Cursed Razor (Counter)


Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

AURA OF SHARED MISERY


Discipline: Cursed Razor (Stance)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This baleful aura spreads the despair you inflict and drains
at the life of your victims. While you maintain this stance,
whenever a creature within 20 feet of you becomes cursed
as a result of another effect, you may select a different
creature within 20 feet. That creature becomes cursed
for a number of rounds equal to your initiation modifier.
In addition, cursed creatures within 20 feet of you take
additional points of damage equal to 1/4 your initiator level
(minimum 1) per damage die whenever they take damage
from an attack or effect.
DOGPILE STRIKE
Discipline: Cursed Razor (Strike)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This vicious strike preys upon the weak and persecuted.
Make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 2d6 points of damage, and the
target must succeed at a Reflex save (DC 13 + your initiation
modifier) or be knocked prone. If the target is flanked
(either by you or by other creatures), this strikes additional
damage increases to 4d6.
HUNTSMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Creatures struck down by this curse find themselves slowed
as though in a nightmare, unable to escape their pursuers.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC 13
+ your initiation modifier) or become cursed and staggered

110

SORCERERS SIDESTEP

Drawing on your mystical connection with fortune for good


and ill, you avoid even magical and unusual attacks. You can
initiate this counter at any time to gain a +2 luck bonus on
all saving throws for one round. This bonus improves by +1
for each cursed opponent within medium range (100 feet +
10 feet per initiator level), up to a maximum bonus of +10.

4th Level
HANGMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This grim curse afflicts its victims with a breathless exhaustion,
and a dark bruise forms around their necks. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Fortitude save (DC 14 + your
initiation modifier) or become cursed and exhausted for a
number of rounds equal to your initiator level.
PERSECUTION
Discipline: Cursed Razor (Strike)
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This strike amplifies the misfortune already afflicting an
enemy, turning their curse into deep wounds. Make a melee
attack. If it hits, it deals weapon damage as normal plus an
additional 4d6 points of damage, or 8d8 points of damage if
the target is cursed., this strikes additional damage increases
to 8d8.
WARLOCKS STRIDE
Discipline: Cursed Razor (Boost) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action

Path of War Expanded


Range: Personal
Target: You
Duration: 1 round (see text)
Like ill news you travel swiftly, leaving woe and heartbreak
in your wake. After initiating this boost, your movement
speeds are doubled until the start of your next turn, and
you create a cursed aura in every square you leave while
under the effect of this boost. Creatures entering or passing
through a cursed aura must succeed at a Will save (DC 14
+ your initiation modifier) or take a 4 penalty on attack
rolls and skill checks for a number of rounds equal to your
initiation modifier. In addition, creatures that fail their
saves also become cursed and their movement speeds are
reduced by 15 feet for the same duration. Cursed auras
created by your movement vanish after one round.
WITCHFINDERS BRAND
Discipline: Cursed Razor (Boost)
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
With a swift gesture, you impede the sorceries of others.
When you initiate this boost, one creature within medium
range (100 feet + 10 feet per level) develops an ashen
brand on a visible part of its body or clothing. The next
time the target attempts to cast a spell, manifest a power,
or use a psi-like or spell-like ability, they must succeed at a
Concentration check (DC 15 + your initiator level + your
initiation modifier) or the spell, power, or ability is disrupted
(see the Concentration rules in the Pathfinder Roleplaying
Game Core Rulebook). If the target does not attempt to
use such an ability within one round, the brand vanishes
harmlessly.

5th-Level
FESTERING CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous (see text)
Your vicious strike afflicts your victims with a curse of rot.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 4d6 points of damage, and
the target becomes cursed. In addition, a struck target
must succeed at a Fortitude save (DC 15 + your initiation
modifier) at the start of each of its turns for a number
of rounds equal to your initiation modifier or take an
additional 2d6 points of damage as its body begins to decay
and slough off in putrid clumps.

SHADOW PIN
Discipline: Cursed Razor (Counter) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
By harming the shadow of your enemy, you can pin them in
place. You can initiate this counter in response to a creature
within range leaving its space (including via movement such
as a being pushed by a gust of wind spell or bull rush combat
maneuver, or teleportation effects). The target becomes
cursed for one round and stops its movement, dropping to
the ground and taking falling damage as normal if it is flying
and cannot hover. In addition, the target cannot move or
be moved from its space for one round. You cannot stop a
creatures movement if it is within another creatures space.
THE DRAGON KNOWS
Discipline: Cursed Razor (Stance)
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By meditating on your ill intentions and dark thoughts, you
gain senses beyond the normal ken. While you maintain this
stance, you gain the blindsight ability with a range of 60 feet,
and cursed opponents automatically fail Acrobatics checks
to move through your threatened space without provoking
attacks of opportunity.
WITCHS REVENGE
Discipline: Cursed Razor (Strike) [Curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This ancient strike utterly cripples a foes abilities. Make a
melee attack. If it hits, it deals weapon damage as normal,
and the target must succeed at a Fortitude save (DC 15 +
your initiation modifier) or take a 4 penalty to an ability
score of your choice. If the target is cursed, you can choose
to either increase this penalty to 6, or cause the target to
take a second 4 penalty to another ability score of your
choice. These penalties last for a number of rounds equal
to your initiator level.In addition, a struck target becomes
cursed for a number of rounds equal to your initiator level,
regardless of whether or not it succeeded on its save.

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6th Level
CURSE OF CHAINS
Discipline: Cursed Razor (Strike) [curse]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Phantom chains trail in the wake of your strike and spread
through your enemies like wildfire. Make a melee attack. If it
hits, it deals weapon damage as normal, and the target must
succeed at a Will save (DC 16 + your initiation modifier) or
become cursed and paralyzed for a number of rounds equal
to your initiation modifier.
While the target is paralyzed by this strike, opponent
that ends its turn adjacent must succeed at a Will save (DC
16 + your initiation modifier) or also become cursed and
paralyzed for a number of rounds equal to your initiation
modifier. Only the initial target spreads its curse in this
manner.
This strike can paralyze creatures normally immune to
paralysis, though such creatures gain a +6 competence
bonus on their saving throws.
EYE FOR AN EYE
Discipline: Cursed Razor (Counter)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: Creature targeting you
Duration: Instantaneous (see text)
With a snarled curse you level vengeance at your enemy.
You can initiate this counter whenever you are struck by an
attack or when you fail a saving throw against a maneuver,
power, psi-like ability, spell, or spell-like ability. This counter
cannot be initiated in response to failing a save against a
harmless effect. The creature originating the attack or effect
suffers all damage and effects inflicted upon you, just as if
theyd targeted themselves. This maneuver only duplicates
the effects you suffered on the creature, not the entire effect.
OATHBREAKERS AURA
Discipline: Cursed Razor (Stance)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This malevolent aura robs its victims of their supernatural
edges and interferes with their oaths. While you maintain
this stance, opponents within 30 feet of you lose the
benefits of any anarchic, axiomatic, insight, profane, or

112

sacred bonuses they possess (they regain the benefits of


these bonuses when they leave the area or you assume a
different stance). In addition, any creature you hit with a
melee weapon (including natural weapons) becomes cursed
for a number of rounds equal to your initiation modifier.
This stances effect resolves after other effects relating to the
attack (such as strikes or weapon properties).
SORCERERS GAZE
Discipline: Cursed Razor (Boost)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By channeling the magical energies within, you pick out
the weak places in protections both magical and mundane
and strike down those who cower behind them. After
initiating this boost, your attacks until the start of your next
turn ignore the AC bonus granted to targets by cover less
than total cover, deflection bonuses to AC, and any miss
chance (including the miss chance from total concealment,
although you still need to choose the correct square if you
cannot see your target). Total cover provides its normal
benefits against your attacks.
WARLOCKS BLOW
Discipline: Cursed Razor (Strike) [teleportation]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One cursed creature
Duration: Instantaneous
With a savage curse and a lunge, you teleport your enemy
into your weapon. When you initiate this strike, the target
must succeed at a Will save (DC 16 + your initiation
modifier) or be teleported to an unoccupied space of your
choice within your melee reach that is not difficult terrain. If
you successfully teleport your target, make a melee attack. If
it hits, it deals weapon damage as normal plus an additional
8d6 points of damage.

7th Level
BLACK DOGS DUE
Discipline: Cursed Razor (Strike)
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You strike a distracted foe, bringing swift death with the
edge of your blade. Make a melee attack. If it hits, it deals
weapon damage as normal plus an additional 8d6 points of

Path of War Expanded


damage, and the target must succeed at a Reflex save (DC
17 + your initiation modifier) or be knocked prone. If the
target is flanked (either by you or by other creatures), this
strikes additional damage increases to 12d6.
TRAITORS ROAR

8th Level
LUCKDRINKER AURA
Discipline: Cursed Razor (Stance)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance

Discipline: Cursed Razor (Strike) [compulsion, curse, mindaffecting]


Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
This cursed aura steals beneficence from your enemies and
Range: Melee attack
gifts it to your allies. You supernaturally sense magic around
Target: One creature
you and can twist it to your advantage. While you maintain
Duration: Instantaneous (see text)
this stance, you automatically know which spells, powers,
Channeling dark energies through your blade, you poison or magical effects are active upon any individual you see
the loyalty of those you strike. Make a melee attack. If it hits, within 30 feet.
it deals weapon damage as normal, and the target must
In addition, at the beginning of each round, you may
succeed at a Will save (DC 17 + your initiation modifier) select a power, psi-like ability, spell, or spell-like ability
or be overwhelmed with feelings of hatred for its allies. A affecting a hostile creature within 30 feet. Make a dispel
target that fails its save immediately takes a standard action check (1d20 + your initiator level) against the effect (DC
(even if it isnt its turn) to harm or hinder its allies in some 11 + the effects caster or manifester level). If you succeed,
way. The victim acts as though possessed of true hatred for the effect is suppressed for a number of rounds equal to
its allies, utilizing whatever it perceives as the most harmful your initiation modifier, and one of your allies within 30 feet
ability possible, and targets them as if it were their foe.
gains the benefit of that effect for the same duration.
Once the harmful action is taken, the creature becomes
UNENDING NIGHTMARE STRIKE
cursed for a number of rounds equal to your initiation
modifier and resumes its normal attitude towards its allies. Discipline: Cursed Razor (Strike)
This maneuver does not change the creatures feelings about Level: 8
its enemies; for example, it might use its action to cast a Prerequisites: Three Cursed Razor maneuvers
fireball spell that includes both its allies and enemies within Initiation Action: 1 standard action
its area.
Range: Melee attack
Target: One creature
WOEDRINKER
Duration: Instantaneous (see text)
Discipline: Cursed Razor
This cruel and unusual strike traps its victims in a waking
Level: 7
nightmare. Make a melee attack. If it hits, it deals weapon
Prerequisites: Three Cursed Razor maneuvers
damage as normal plus 4 points of damage to the targets
Initiation Action: 1 Standard action
Intelligence, Wisdom, and Charisma scores. At the beginning
Range: Personal
of each of your turns thereafter, the target must succeed at
Target: You
a Will save (DC 18 + your initiation modifier) or take an
Duration: 1 minute (see text)
additional 4 points of damage to its Intelligence, Wisdom,
Like an avatar of woe, you prosper as others fail. When you and Charisma scores. A successful save or the creatures
initiate this maneuver, you gain concealment (20% miss death ends this effect.
chance) and a +2 luck bonus on attack and damage rolls
WARLOCKS MIRROR
for one minute. These bonuses improve by +2 for each
cursed opponent within medium range (100 feet + 10 feet Discipline: Cursed Razor (Counter)
per initiator level) when you initiate this maneuver, up to a Level: 8
maximum bonus of +10.
Prerequisites: Three Cursed Razor maneuvers
In addition, you gain 10 temporary hit points for one Initiation Action: 1 immediate action
hour when you initiate this maneuver, plus an additional Range: Medium (100 ft. + 10 ft./level)
10 temporary hit points for each cursed opponent within Target: One cursed creature (see text)
medium range (100 feet + 10 feet per initiator level), up to Duration: Instantaneous
a maximum of 50 temporary hit points. After initiating this
maneuver, the bonuses and temporary hit points granted Those under your influence find their own powers betraying
do not change if the number of cursed opponents within them. You can initiate this counter in response to any cursed
creature making an attack, initiating a maneuver, or using
range increases or decreases.
a power, psi-like ability, spell, or spell-like ability targeting
you (it may also have other targets, as long as you are

113

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one of them). Make a Spellcraft check (DC = 10 + 1/2 the
cursed creatures Hit Dice + the cursed creatures Charisma
modifier). If you succeed, the attack, maneuver, power,
psi-like ability, spell, or spell-like ability does not affect its
intended target(s) and instead affects up to three targets
of your choice within range, even if it normally affects only
one creature.

9th-Level
FESTIVAL OF SHADOWS
Discipline: Cursed Razor (Strike)
Level: 9
Prerequisites: Four Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Opponents within range
Duration: Instantaneous (see text)
The ultimate expression of your grim power, you wrap your
enemies in shadow, plunge your blade into the darkness,
striking them down with tenebrous copies of your weapon.
When you initiate this strike, all opponents within range
must succeed at a Reflex save (DC 19 + your initiation
modifier) or become immobilized by shadows; all their
movement speeds are reduced to 0 for a number of rounds
equal to your initiation modifier. Creatures in flight drop to
the ground and take falling damage as normal if they cannot
hover.
In addition, make a melee attack roll as part of this
maneuver and compare it to the AC of all creatures within
range. Each creature hit by the attack roll takes weapon
damage as normal plus an additional 10d6 points of damage.
If a target is cursed, this strikes additional damage increases
to 12d8.

Elemental Flux
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they do
on the initiators ability to manipulate the elements. As
such, they are supernatural abilities. In addition, many
maneuvers within the Elemental Flux discipline may
be augmented and improved by spending one or more
points of animus (see the mystic base class on page 9 or
the Tap Animus feat on page 80 for more details) when
initiating the maneuver. Unless otherwise noted, you
can only augment an individual maneuver once. Unlike
a mystics normal animus augmentations, the number of
animus points spent on elemental flux augmentations is
not limited by your mystic level. Instead, you can spend
a maximum amount of animus augmenting a maneuver
equal to one point plus one additional point of animus
for every seven initiator levels you possess. If you have
the ability to augment your maneuvers in other ways,
such as from a class feature or other ability, this cannot
be combined with the augments of Elemental Flux
maneuvers; you must choose which augmentation type
to use when initiating the maneuver.

114

1st Level
ELDRITCH SHIELD
Discipline: Elemental Flux (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: One attack or effect
By drawing upon the elements, you are capable of defending
against energy effects. You can initiate this counter when
you are affected by an attack, spell, or effect that deals
acid, cold, fire, electricity, or sonic damage. You gain energy
resistance 10 to each of those energy types against that
attack, spell, or effect.
Animus augmentation: You may spend one point of
animus to increase this energy resistance to 20.
ELEMENTAL NIMBUS
Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Channeling the strength of the elements lends your attacks
strength and fury. While you maintain this stance, you gain
one of the following benefits, based on your active element:
Air You gain a +2 bonus on attack rolls against
opponents wearing metal armor, and your attacks
deal an additional 1d6 points of electricity damage. At
initiator level 10th, the bonus on attack rolls increases
to +4 and the additional damage increases to 3d6.
Earth The strength of the earth empowers your
weapon, causing it to deal damage as if it was one size
category larger. Starting at initiator level 10th, your
weapons instead deal damage as if they were two size
categories larger.
Fire Your attacks deal additional fire damage equal
to your initiation modifier. At initiator level 10th, this
damage increases to be equal to twice your initiation
modifier.
Water When you successfully hit an opponent with
an attack, they must succeed at a Fortitude save (DC
11 + your initiation modifier) or become staggered
for one round. A creature cannot be staggered by this
stance more than once per round. The save DC for this
stances effect increases by +1 at initiator level 5th and
at every four initiator levels thereafter.
EMBRACE THE ELEMENTS
Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You

Path of War Expanded


Duration: Stance
By filling yourself with the fundamentals of an element, you
are capable of altering how your body defends itself in the
realm of martial combat. While you maintain this stance,
you gain one of the following effects, based on your active
element:
Air You gain a +2 dodge bonus to your AC and the
benefit of the Deflect Arrows feat, even if you do not
meet the normal prerequisites. This dodge bonus
increases by +1 for every six initiator levels you possess.
Earth You gain a +2 natural armor bonus on AC and a
+4 resistance bonus on CMD to resist bull rush, grapple,
and trip attempts. These bonuses increase by +1 for
every six initiator levels you possess.
Fire You gain a +4 bonus on initiative checks and you
gain the benefits of the endure elements spell. The
bonus on initiative checks increases by +1 for every six
initiator levels you possess.
Water You gain a +2 bonus on Reflex saving throws
and a +4 competence bonus on Acrobatics checks.
These bonuses increase by +1 for every six initiator
levels you possess.

Animus augmentation: You may spend one point of


animus to increase this strikes additional damage to 3d4.
VARIABLE FLUX
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Filling your weapon with the power of the elements, you
lash out with barely-contained eldritch power. Make an
attack. If it hits, it deals weapon damage as normal plus one
of the following effects, based on your active element:
Air If the target is wearing metal armor, wielding a
metal shield, or wielding a weapon mostly composed
of metal, you gain a +4 bonus on your attack roll.
Earth If your attack hits, the target must succeed at a
Will save or become sickened for one round.

FLUCTUATION MOVEMENT
Discipline: Elemental Flux (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Coating your feet in the power of the elements, you
alter your movement to grant you a burst of speed and
maneuverability. This boost has one of the following
effects, based on your active element:
Air You can make a single jump this round as a
free action, with a +10 bonus to your Acrobatics
check.
Earth Your movement ignores difficult terrain for
one round.
Fire Your base land speed increases by 10 feet for one
round.
Water You can make one turn of up to 90 degrees as
part of the move when charging this round
SPARK STRIKE
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By letting the elements flow through you and into your
attack, youre able to strike with raw primal energies at
your unlucky foe. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 2d4 points of damage
of your active elements associated energy type.

115

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Fire If your attack hits, the target must succeed at a
Reflex save or catch on fire for 1d4 rounds.
Water If your attack hits, the target must succeed at a
Fortitude save or become fatigued for one round.
Saving throws against this strike are DC 11 + your
initiation modifier.

2nd Level
ARCANE SHIELD
Discipline: Elemental Flux (Counter) [force]
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You rely on your unique insight into eldritch powers to create
a shield of energy that protects you from an attack. You can
initiate this counter in response to a melee or ranged attack
(including touch or ranged touch spell attacks) being made
against you. Make a Spellcraft check, using your opponents
attack roll as the DC. If you succeed, the attack is negated.
This is a force effect, and may be used to block incorporeal
attacks.
Animus augmentation: You may spend one point of
animus to have the force shield crumble slowly after the
attack rather than vanishing instantly, granting you a +2
shield bonus to your AC until the start of your next turn.
DEGRADE RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a disciple of the Elemental Flux, you understand how to
use elements to assault those normally resistant to them.
When you initiate this boost, your attacks ignore the first 10
points of energy resistance to your active element for one
round.
Animus augmentation: You may spend one point of
animus to cause your first attack during the duration of this
boost to deal an additional 1d6 points of damage of your
active elements associated energy type.
ELDRITCH FANG
Discipline: Elemental Flux (Boost) [force]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: 1 round
You fill your strike with eldritch energy that overwhelms the
senses of your target. After initiating this boost, the next
attack you make this round deals an additional 1d4 points

116

of force damage and automatically overcomes damage


reduction. If it hits, the target must succeed at a Fortitude
save (DC 12 + your initiation modifier) or become staggered
for one round.
Animus augmentation: You may spend one point of
animus to increase the additional damage of this boost to
2d4.
ELEMENTAL STRIKE
Discipline: Elemental Flux (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You channel the fluctuating power of the elements to land
an empowered blow. Make an attack. If it hits, it deals
weapon damage as normal plus one of the following effects,
based on your active element:
Air If your attack hits, the target must succeed at a
Reflex save or be knocked prone from the force of the
blow.
Earth If your attack hits, the target must succeed at
a Reflex save or take an additional 2d6 points of acid
damage at the start of your next turn.
Fire If your attack hits, the target must succeed at a
Reflex save or be blinded by the smoke and flames for
one round.
Water If your attack hits, the target must succeed at
a Fortitude save or become nauseated for one round
from the chilling cold.
Saving throws against this strike are DC 12 + your
initiation modifier.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to increase the initial additional damage of this
strike by 1d6 per point of animus spent and increase the
save DC of this strike by +1 per point of animus spent.
ENERGY SPARK
Discipline: Elemental Flux (Boost)
Level: 2
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
You fill the air with elemental energy, which explodes as you
strike your target. When you make an attack (including a
strike), you can initiate this boost to fire a ray of energy at
a creature within 30 feet. This ray requires a ranged touch
attack to hit and deals 3d6 points of damage of your active
elements associated energy type.
Animus augmentation: You may spend two points of
animus to create an additional ray. The rays may be fired at

Path of War Expanded


the same or different targets, but both rays must be aimed
at targets within 30 feet of you.

3rd Level
ELEMENTAL FLUX STANCE
Discipline: Elemental Flux (Stance)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Filling both your body and soul with the power of the
elements, you open yourself up to new powers. While you
maintain this stance, your attacks deal an additional 2d6
points of damage of your active elements associated energy
type, you gain energy resistance 15 to your active elements
associated energy type, and you gain one of the following
effects, based on your active element:
Air Your speed and perception are heightened,
granting you a +4 bonus on initiative checks and a +4
dodge bonus to your AC.
Earth The strength and durability of the earth suffuses
your bones, granting you DR 5/adamantine.
Fire Your body is filled with warmth and healing light,
granting you fast healing 1. In addition, you glow like a
torch as if under the effect of a light spell.
Water Your body is inured against debilitating effects,
granting you a +2 bonus on all saving throws.
ENERGY JOLT
Discipline: Elemental Flux (Strike)
Level: 3
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous (see text)
You fill the opponent with harmful elemental energy,
dealing damage and causing them to suffer debilitating
effects. You fire a ray against an opponent within 30 feet.
This ray requires a ranged touch attack to hit and deals 3d6
points of damage of your active elements associated energy
type. This strike also has one of the following effects, based
on your active element:
Air If your ray hits, the target must succeed at a
Fortitude save or be pushed 15 feet away from you in a
direction of your choice.
Earth If your ray hits, the target takes an additional
1d6 points of acid damage at the start of your next turn,
and must succeed at a Fortitude save or be sickened for
a number of rounds equal to your initiation modifier.
Fire If your ray hits, the target must succeed at a Reflex
save or take an additional 2d6 points of fire damage at
the start of your next turn.

Water If your ray hits, the target must succeed at a


Fortitude save or become entangled for a number of
rounds equal to your initiation modifier.
Saving throws against this strike are DC 12 + your
initiation modifier.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to increase the initial damage of this strike by
1d6 per point of animus spent and increase the save DC of
this strike by +1 per point of animus spent.
LANCE OF POWER
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous (see text)
With a swing of your blade, you release a rippling line of
elemental energy. When you initiate this strike, you create
a 30-foot line of energy that deals 5d6 points of damage
of your active elements associated energy type to each
creature within its area. This strike also has one of the
following effects, based on your active element:
Air The crack of thunder accompanying the lightning
deafens creatures for a number of rounds equal to your
initiation modifier.
Earth The acid spray also creates a greasy, oily slick,
causing creatures who fail their Reflex saves to drop
items they are holding as if affected by the grease spell.
Fire The intensity of the flaming blast adds an
additional +1 point of damage per die and dazzles
each target for a number of rounds equal to your
initiation modifier.
Water The icy blast makes surfaces very slippery, and
creatures who fail their Reflex saves slip on the ice and
fall prone.
Creatures caught in the line can make a Reflex save (DC
13 + your initiation modifier) to take half damage and
negate the added effect.
Animus augmentation: You may spend up to five
points of animus to increase the damage of this strike by
2d6 per point of animus spent and increase the save DC of
this strike by +1 per point of animus spent. The number of
points of animus you may spend augmenting this maneuver
is not limited by your level; you may always spend up to five
points, although the total damage dice for this maneuver
may not exceed your initiator level (up to a maximum of
15d6). For example, a 7th-level initiator could spend five
points of animus augmenting this maneuver, adding a +5
bonus to his save DC, but he would still only deal 7d6 points
of damage.

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RAGING FLUX
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to strike with such eldritch force that it
drives your foes backwards. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 4d6 points
of damage of your active elements associated energy type.
For every 10 points of damage you deal, the target of this
attack is pushed 5 feet away from you in any direction. If this
movement causes the target to collide with a solid object
(such as a tree or a wall), it takes an additional 1d6 points of
bludgeoning damage from striking the surface.
Animus augmentation: You may spend one point of
animus to push the target an additional 5 feet.

4th Level
ARCANE TORRENT
Discipline: Elemental Flux (Strike) [force]
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
You unleash a sudden burst of eldritch energy that surges
towards a distant foe. When you initiate this strike, select
a target within 60 feet. Magical missiles of explosive force
swiftly fly at this target, dealing 6d6 points of force damage
to the target unless it succeeds at a Reflex save (DC 14 +
your initiation modifier).
Animus augmentation: You may spend two points of
animus to instead fire a barrage of force missiles. Instead of
this strikes normal effect, you create a 15-foot burst within
60 feet of you, affecting each creature within its area as if
you had targeted them.
ASSAY RESISTANCE

118

Animus augmentation: You may spend one point of


animus to increase this boosts additional damage to 3d6.
ELDRITCH CONSUMPTION
Discipline: Elemental Flux (Counter)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You have such an intimate understanding of the underlying
nature of magic that you can capture its essence and feast
on it to rejuvenate yourself. You can initiate this counter
in response to being targeted by a spell, spell-like ability,
power, or psi-like ability. Make a Spellcraft check (DC 11 +
the effects caster or manifester level). If you succeed, the
effect is countered, and you heal 5 hit points per level of the
effect you countered.
ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
As you advance your training, you learn to unleash ever
more powerful bursts of energy. Make an attack. If it hits,
it deals weapon damage as normal plus an additional 6d6
points of damage of your active elements associated energy
type. This strike also has one of the following effects, based
on your active element:
Air If your attack hits, the target must succeed at a
Fortitude save or become deafened for 1d4 rounds.
Earth If your attack hits, the target must succeed at a
Will save or become stunned for 1d4 rounds
Fire If your attack hits, the target must succeed at a
Reflex save or become blinded for 1d4 rounds.
Water If your attack hits, the target must succeed at
a Fortitude save or become nauseated for 1d4 rounds.

Discipline: Elemental Flux (Boost)


Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Saving throws against this strike are DC 14 + your


initiation modifier.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to increase the additional damage of this strike
by 1d6 per point of animus spent and increase the save DC
of this strike by +1 per point of animus spent.

By directly targeting the elemental essence that suffuses


all creatures, you overcome an opponents defenses with a
powerful attack. Your next attack ignores the first 25 points
of energy resistance to your active elements associated
energy type, automatically overcomes damage reduction,
and deals an additional 2d6 points of damage.

5th Level
ELEMENTAL DRIVE
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers

Path of War Expanded


Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
You charge your weapon with kinetic and elemental energy,
driving them back with a wave of elemental power. You fire
a ray against an opponent within 30 feet. This ray requires a
ranged touch attack to hit and deals 9d6 points of damage
of your active elements associated energy type, and you
attempt a bull rush against your target, calculating your
CMB using your initiation modifier and initiator level in
place of your Strength modifier and base attack bonus.
Animus augmentation: You may spend one point of
animus to gain a +5 bonus on your bull rush attempt.
ELEMENTAL ABSORPTION
Discipline: Elemental Flux (Counter)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You learn to suffuse your being with an element to such a
degree that its presence heals you instead of harming you.
You can initiate this counter at any time to gain immunity
to your active elements associated energy type for one
round. While under the effect of this counter, attacks and
effects that that deal energy damage of that type instead
heal you for half of the damage they would normally deal.
ELEMENTAL VORTEX
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
A whirling vortex of elemental energy engulfs your foe
just as your blade lands. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 8d6 points
of damage of your active elements associated energy type.
This strike also has one of the following effects, based on
your active element:
Air If the target is wearing metal armor, wielding a
metal shield, or wielding a weapon mostly composed
of metal, you and your allies gain a +4 bonus on attack
rolls against the target until the start of your next turn,
regardless of whether or not your attack hits.
Earth If your attack hits, you may make a free trip
attempt that does not provoke attacks of opportunity,
with a bonus on the attempt equal to your initiation
modifier.
Fire If your attack hits, the target must succeed at
a Reflex save or catch on fire for 2d4 rounds, and

become sickened from the pain for as long as they are


burning.
Water If your attack hits, the target must succeed at a
Fortitude save or become entangled for a number of
rounds equal to your initiation modifier.
Saving throws against this strike are DC 15 + your
initiation modifier.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to increase the additional damage of this strike
by 1d6 per point of animus spent and increase the save DC
of this strike by +1 per point of animus spent.
ENTER THE VORTEX
Discipline: Elemental Flux (Stance)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Riding on the currents of elemental energy, you gain the
benefit of a new form of movement. While you maintain
this stance, you gain the ability to throw blasts of elemental
energy as if using a ranged weapon. These blasts are
considered to be part of the thrown weapon group, have
a range increment of 30 feet, and deal double damage on
a critical hit. Attacks made with these blasts are ranged
touch attacks that deal 4d6 points of damage of your active
elements associated energy type. In addition, you gain one
of the following effects, based on your active element:
Air You gain a fly speed equal to your base land speed,
with good maneuverability.
Earth You gain a burrow at a speed equal to your base
land speed, and you gain tremorsense with a range
of 30 feet. In addition, you can breath freely while
underground.
Fire You gain a +4 circumstance bonus on initiative
checks and your base land speed increases by 30 feet.
Water You gain a swim speed equal to twice your
base land speed, and you also gain the aquatic and
amphibious subtypes.

6th Level
ELDRITCH ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to destroy the bonds that hold magic
together just as easily as you can forge them. Make an attack.
If it hits, it deals weapon damage as normal, and you affect

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Path of War Expanded


the target as if you had cast a targeted greater dispel magic
on it. Make a dispel check against the spell with the highest
caster level affecting the target, using your initiator level as
your caster level for the check. If you do not successfully
dispel that spell, compare the same result to the spell with
the next highest caster level. Repeat this process until you
have dispelled one spell affecting the target, or you have
failed to dispel every spell. You can only end one spell with
this maneuver. If you successfully dispel a spell affecting
the target, your target takes 1d6 points of force damage for
each level of the effect dispelled.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to gain a +2 bonus on your dispel check per
point spent.
ELEMENTAL DESTRUCTION RING
Discipline: Elemental Flux (Strike)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 20 ft.
Area: 20-ft. radius burst, centered on you
Duration: Instantaneous (see text)
You whip the elements around you into a fury, then unleash
the energy at all the foes who surround you. When you
initiate this maneuver, you release a 20-foot burst of energy
centered on you that deals 12d6 points of damage of your
active elements associated energy type to any creatures in
the area. You do not take damage from this burst. This strike
also has one of the following effects, based on your active
element:
Air The flash of lightning blinds targets for 1d4 rounds.
Earth The acid is gummy and sticky, applying a 4
penalty to targets Dexterity scores and a 2 penalty
to attack rolls for 1d4 rounds. In addition, targets take
1d6 points of acid damage at the start of each of their
turns for a number of rounds equal to your initiation
modifier.
Fire The intense heat and pain from the blast dazes
targets for one round.
Water Targets become staggered for 1d6 rounds from
the intense chill.
Creatures caught in the burst can make a Reflex save
(DC 16 + your initiation modifier) to take half damage and
negate the added effect.
Animus augmentation: You may spend any number of
animus points to augment this strike, regardless of your level.
For every point of animus you spend, this strikes damage
increases by 1d6. The total damage dice for this maneuver
may not exceed your initiator level (up to a maximum of
20d6).
ELDRITCH FANG FLURRY
Discipline: Elemental Flux (Boost) [force]

120

Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Striking at your foes with elemental fury, you aim to disable
his opponents in addition to harming them. After initiating
this boost, all attacks you make for one round deal an
additional 3d6 points of force damage and automatically
overcome damage reduction. In addition, any opponent
hit by one of your attacks must succeed at a Fortitude save
(DC 16 + your initiation modifier) or become blinded for
one round. Multiple hits do not extend the duration of this
blinding effect, though they do prompt multiple saves.
NEXUS OF ELEMENTAL RETRIBUTION
Discipline: Elemental Flux (Stance)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You can absorb and redirect the flow of elemental power,
syphoning away energies that would harm you and making
them your own. While you maintain this stance, you gain
energy resistance 30 to acid, cold, electricity, and fire. Any
time your resistance reduces damage of one of those types,
it is stored in a pool of up to twice your initiator level. As a
swift action, you can unleash your stored energy, creating
a 20-foot burst centered on you that deals damage of your
active elements associated energy equal to the amount
stored, then reducing the pool to 0. You do not take damage
from this burst. Creatures caught within the area can make
a Reflex save (DC 16 + your initiation modifier) to take half
damage.
SHATTER RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You know that the might of the elements can overwhelm
any defense. After initiating this boost, all attacks you make
for one round ignore energy resistance of your targets, and
creatures with an energy immunity still take half damage,
rather than no damage. In addition, all of your attacks deal
an additional 4d6 points of damage of your active elements
associated energy type for the same duration.
Animus augmentation: You may spend two points of
animus to lower the spell resistance possessed by those

Path of War Expanded


damaged by your attacks by 10 for the duration of this
boost.

7th Level
CASCADE OF ELEMENTAL WRATH
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: Melee or ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Each slash of your blade releases more and more eldritch
power, overwhelming your enemies with the power of
your strikes. Make a full attack. Each attack deals damage
entirely of your active elements associated energy type, and
additional damage equal to 1d6 + your initiation modifier.
During your full attack, you can change your active element
as a free action once after each subsequent attack.
Animus augmentation: You may spend two points of
animus to make an extra attack during this strike at your
highest attack bonus.
FORCE MAJEURE
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You infuse your weapon with pure elemental power, striking
with a force beyond mere steel. Make an attack. If it hits,
it deals weapon damage as normal plus an additional 14d6
points of damage. Unlike with a normal attack, all damage
dealt by this attack is to be considered to be of your active
elements associated energy type (including weapon
damage, weapon enchantments, and bonuses from a high
strength or from feats).
Animus augmentation: You may spend three points
of animus to infuse your strike with raw arcane energy,
unaligned to any elemental forces. If you do, your attack
deals force damage rather than elemental damage.
REDIRECTING FLUX
Discipline: Elemental Flux (Counter)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Your mastery of the Elemental Flux discipline knows how to
read and alter the flow of magical energy. You can initiate
this counter when you are targeted by a spell, power, spelllike ability, or psi-like ability. Make a Spellcraft check (DC

15 + the effects caster or manifester level). If you succeed,


you can redirect that effect to another target of your choice
within the spells range. If the effect has multiple targets,
you can choose to change all of its targets to other valid
targets within range.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to gain a +2 bonus on your Spellcraft check per
point spent.

8th Level
ELEMENTAL BREACH
Discipline: Elemental Flux (Boost)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a master of the Elemental Flux discipline, you know how
to overwhelm the defenses of your targets and expose their
weaknesses to the elements. After initiating this boost, your
attacks for one round ignore all energy resistances and
energy immunities and automatically overcome damage
reduction. Additionally, any damage you deal of your active
elements associated energy type is increased by 50% for the
same duration.
MASTER OF THE ELEMENTS
Discipline: Elemental Flux (Stance)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You attune your very form to roiling elemental energies
and merge with them. While you maintain this stance,
your type changes to outsider (native) and you gain your
active element as a subtype. In addition, you are treated as
if you were under the effects of the elemental body III spell.
You may continue to wield weapons, wear armor, and use
other items while in this form, and your new body does not
damage or otherwise adversely affect your equipment.
ZEPHYR FLUX
Discipline: Elemental Flux (Strike) [teleportation]
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 120 ft.
Targets: One primary target, plus additional secondary
targets equal to your initiation modifier
Duration: Instantaneous (see text)
Upon reaching supreme levels of understanding in this
discipline, you may transmute your entire being into

121

Path of War Expanded


elemental energy and travel in the blink of an eye across the
battlefield, leaving a wake of devastation behind you. When
you initiate this strike, select a primary target and a number
of secondary targets within 30 feet of the primary target
equal to your initiation modifier. A creature cannot be both
a primary target and a secondary target. Your path across
the battlefield deals 14d6 points of damage to the primary
target and 7d6 points of damage to secondary targets. All
damage is of your active elements associated energy type.
This strike also has one of the following effects, based on
your active element:
Air Any target who fails its save is dazed by the
electrical jolt for one round.
Earth Any target who fails its save is deafened from the
seismic vibrations for 1d3 rounds.
Fire Any target who fails its save is engulfed in cinders
and smoke, becoming blinded for 1d3 rounds.
Water Any target who fails its save is nauseated for 1d3
rounds from the bone-chilling cold.
All targets can make a Reflex save (DC 18 + your initiation
modifier) to take half damage and negate the added effect.
After this strike concludes, you can move to any space
within 10 feet of a secondary target of this strike without
provoking attacks of opportunity. As a supernatural ability,
this strike is not subject to spell resistance.
Animus augmentation: You may spend points of animus
up (up to your maximum for augmenting Elemental Flux
maneuvers) to increase the initial damage of this strike by
2d6 (1d6 to secondary targets) per point of animus spent
and increase the save DC of this strike by +1 per point of
animus spent.

9th Level
STRIKE OF ELEMENTAL DEVASTATION
Discipline: Elemental Flux (Strike) [air, earth, fire, force,
water]
Level: 9
Prerequisites: Four Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 30 feet
Target: Up to five creatures
Duration: Instantaneous (see text)
The ultimate expression of elemental power can only be
unleashed by a master of the Elemental Flux discipline, and
by calling upon the arcane forces of magic as well as the
terrific power of the elements, the disciple may crush his
opponents under a fierce magical assault. The maneuver
creates five distinct blasts of energy, one of each element
and one of pure force. These blasts may be fired at the same
or different targets, as long as each target is within 30 feet of
you. Each blast requires a ranged touch attack to hit and has
one of the following effects if it hits:
Air A bolt of electrical energy that deals 25 points of
electricity damage and staggers the opponent for 1d4
rounds. If the target is wearing metal armor or a metal

122

shield, or wielding a primarily metal weapon then the


attack gains a +4 circumstance bonus on hit.
Earth A jet of boiling acid that deals 25 points of acid
damage and blinds the target for 1d4 rounds.
Fire A stream of sulfurous fire that deals 25 points of
fire damage, nauseates the target for 1d4 rounds, and
sets them on fire for the same duration.
Force A hammering blast of arcane force that deals 50
points of force damage.
Water A freezing beam of cold that deals 25 points
of cold damage and the target must succeed at a
Fortitude save (DC 19 + your initiation modifier) or
become dazed for 1d4 rounds.

Animus augmentation: For each blast, you may spend


up to three points of animus to increase its initial damage
by 10 per point of animus spent and its save DC (if any) by
+1 per point of animus spent. You may spend any number
of animus points to augment this strike, regardless of your
level. However, each blast must be augmented separately,
and you cannot spend more than three points per blast. The
blasts of this strike are otherwise immutable; you cannot
use abilities such as the mystics elemental attunement class
feature to change the damage types dealt.

Eternal Guardian
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they do
on the initiators ability to manipulate fear. As such, they
are supernatural abilities.

1st Level
GUARDS OATH
Discipline: Eternal Guardian (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A central concept of the discipline of the Eternal Guardian
is the ability to restrict an opponents movementprevent
their escape or halting their advance. Your basic but potent
strike allows you to harry and disrupt a foe until they lay
down their arms. Make a melee attack. If it hits, it deals
weapon damage as normal, and the target must succeed at
a Will save (DC 11 + your initiation modifier) or become
cursed and unable to move within your threatened area
(including with 5-foot steps and using the Withdraw action)
without provoking an attack of opportunity from you for
24 hours. If the target drops all weapons it is holding, it can
make another saving throw to end this effect. An affected
target that is not holding a weapon can draw or pick up a
weapon, then drop it to gain a new saving throw, but can
never gain more than one save per round against this curse.

Path of War Expanded


STRIKE OF THE INFINITE PROTECTOR

WARDENS BEARING

Discipline: Eternal Guardian (Strike)


Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30 ft. (see text)
Target: One opponent and one ally
Duration: Instantaneous (see text)

Discipline: Eternal Guardian (Boost)


Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

You swear to protect your charge, while living or dead, with


an unbreakable oath. Make an attack. If it hits, it deals deal
weapon damage as normal and a fragment of your life force
envelops an ally within 30 feet, granting them a +2 bonus to
their AC for one round.

You shift your weight and assume a stronger, more


impressive position. You can activate this boost while
making a combat maneuver attempt. You gain a +2 bonus
on your combat maneuver check, you do not provoke
attacks of opportunity for making that combat maneuver
attempt, and you are treated as one size category larger
for purposes of determining if your combat maneuver can
affect your target (such as a Medium creature attempting
to bull rush a Huge creature).

TERRIFYING BLOW
Discipline: Eternal Guardian (Strike) [fear]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a bellowing cry, you deliver a fearsome wound to your
opponent. Make an attack. If it hits, it deals weapon damage
as normal, and the target must succeed at a Will save (DC
11 + your initiation modifier) or become frightened for
one round. If your target is cursed, your attack deals an
additional 1d6 points of damage.
VALIANT KEEPERS STANCE
Discipline: Eternal Guardian (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The basics of the Eternal Guardian discipline teach you
how to ward your allies from errant attacks. While you
maintain this stance, your allies do not provoke attacks
of opportunity from enemies while they move through
squares you threaten.
VIGILANT KEEPERS STANCE
Discipline: Eternal Guardian (Stance) [curse]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt an aggressive stance which slows your enemies
ability to advance or retreat. While you maintain this
stance, opponents treat all squares you threaten as
difficult terrain. This does not prevent those opponents
from charging through your threatened area, however. In
addition, whenever you hit an opponent with an attack of
opportunity, that opponent becomes cursed until the end
of your next turn.

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2nd Level
DEBILITATING FEAR
Discipline: Eternal Guardian (Boost) [fear]
Level: 2
Initiation Action: 1 swift action
Range: 60 ft.
Target: One creature
Duration: 1 round
You fill your target with the fear that prey feels when it sees
a mighty predator, impairing their ability to act. When you
activate this boost, choose one creature within range that
is cowering, shaken, frightened, or panicked. That creature
must succeed at a Will save (DC 12 + your initiation
modifier) or become dazed for 1 round.
FEAR THE REAPER
Discipline: Eternal Guardian (Counter) [fear]
Level: 2
Initiation Action: 1 immediate action
Range: 60 ft. (see text)
Target: One ally (see text)
Duration: Instantaneous
You have learned to use the fear you create as a method of
defense for both yourself and your allies. You can initiate
this counter in response to a melee or ranged attack being
made against an ally (including you) within 60 feet. Make an
Intimidate check, using your opponents attack roll as the
DC. If you succeed, the attack is negated, and the attacker
becomes shaken for one round, as if you had demoralized
them with the Intimidate check.
OATH OF THE INTERCESSOR
Discipline: Eternal Guardian (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee reach
Target: One ally
Duration: Instantaneous
You make an unbreakable vow to take the brunt of an
attack in place of your ally. You can initiate this counter in
response to a melee or ranged attack being made against an
ally within your melee reach. You and that ally switch places,
and the attack targets you instead. Neither your nor your
allys movement provokes attacks of opportunity.
STRIKE OF THE ROYAL GUARDIAN
Discipline: Eternal Guardian (Strike) [curse]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Some foes may slip past your guard, but as a disciple of the
Eternal Guardian, you have other ways to minimize their
threat, afflicting your enemies with an agonizing curse

124

that cripples their attacks. Make an attack. If it hits, it deals


weapon damage as normal, and the target becomes cursed,
taking a 2 penalty on damage rolls with weapon attacks
for as long as it is cursed. If an affected target does not make
an attack during its turn, it can make a Will save (DC 12
+ your initiation modifier) to end this effect. If the target
prostrates itself (treated as dropping prone) and grovels for
a full round, the curse is automatically removed.
RELENTLESS WARDENS STRIKE
Discipline: Eternal Guardian (Strike) [teleportation]
Level: 2
Initiation Action: 1 standard action
Range: Melee attack and 60 ft. (see text)
Target: One creature
Duration: Instantaneous
You hound a weakened enemy, keeping them in check.
When you initiate this strike, you may teleport to any space
within 60 feet that is within 10 feet of a creature that is
cowering, cursed, shaken, frightened, or panicked. After you
teleport, make a melee attack against that creature, if able. If
it hits, it deals weapon damage as normal plus an additional
2d6 points of damage.

3rd Level
BINDING FETTERS
Discipline: Eternal Guardian (Boost) [curse, teleportation]
Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: 1 round
Your oath binds you and the target of your attack in combat
with each other, leashing your very souls together. You can
activate this boost when you hit a creature with a melee
attack. That creature becomes cursed for one round, and
at the start of your next turn, it must succeed at a Will
save (DC 13 + your initiation modifier) be teleported to
an unoccupied square adjacent to you. This teleportation
functions regardless of the distance between you and the
target, although it cannot teleport a target on another plane
of existence. For every 10 feet the target moves during its
turn preceding the teleportation, the save DC of this strike
increases by +1 (up to a maximum of a +3 increase to the
DC). You can touch an ally in place of a willing ally to curse
them, in which case they automatically fail their Will save to
resist being teleported back to you at the start of your next
turn. You can end this effect and the cursed condition on
any the target at any time as a free action.
INTRUDERS END
Discipline: Eternal Guardian (Counter) [teleportation]
Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action

Path of War Expanded


Range: Personal
Target: You
Duration: 1 round

ally gains a number of temporary hit points equal to the


save DC of that effect for a number of rounds equal to your
initiator level.

You declare an area to be your protected sanctum, and dare


any foe to try their hand at entering your sanctum. With
each opportunity, you warp space, teleporting across your
domain to attack before returning. After initiating this
counter, your threatened area increases to 20 feet for one
round. This overlaps with, rather than stacking with, any
natural reach you otherwise have; if your natural reach is
greater than 20 feet, it is not reduced. In addition, for the
duration of this boost, you gain a +2 circumstance bonus
on attack rolls while making attacks of opportunity and
can make a number of additional attacks of opportunity
this round equal to your initiation modifier. This stacks with
the Combat Reflexes feat and other effects that increase the
number of attacks of opportunity you can make in a round.

4th Level

STANCE OF THE ETERNAL GUARDIAN


Discipline: Eternal Guardian (Stance)
Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal and 60 ft. (see text)
Target: You and one ally (see text)
Duration: Stance
You bind your soul in a protective embrace around one
of your allies. When you enter this stance, choose an ally
within 60 feet. While you maintain this stance and as long
as that ally is within 60 feet of you, that gains a +1 deflection
bonus to its AC and a +1 bonus on all saving throws. At
initiator level 8th and at every four initiator levels thereafter,
these bonuses increase by +1 (up to a maximum of +5 at
20th level). In addition, as long as that ally is within 60 feet of
you, it takes only half damage from all wounds and attacks
(including special abilities) that deal hit point damage. The
amount of damage not taken by the your ally is taken by you.
Forms of harm that do not involve hit points, such as charm
effects, temporary ability damage, level draining, and death
effects, are not shared. If the subject suffers a reduction of
hit points from a lowered Constitution score, the reduction
is not split with you because it is not hit point damage.
SWALLOW YOUR FEAR
Discipline: Eternal Guardian (Counter)
Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One ally
Duration: Instantaneous (see text)
Your knowledge of fear and devotion allows you to absorb
and control harmful magics which can affect the mind. You
can initiate this counter in response to an ally (including
yourself) within 60 feet rolling a saving throw against a
mind-affecting effect. You or your ally gains a +4 morale
bonus on that saving throw, and if the save is successful, that

GRIM GUARDS LAUGHTER


Discipline: Eternal Guardian (Strike) [fear]
Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous
Your deep, disturbing laughter echoes throughout the
battlefield filling your foes with dread and causing their
wills to falter. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 4d6 points of damage,
and you can make an Intimidate check, treating that check
as a demoralize attempt against every opponent within 30
feet. If you successfully demoralize a cursed creature with
this strike, that creature becomes frightened for one round
in addition to becoming demoralized.
OATH OF TORPOR
Discipline: Eternal Guardian (Boost) [curse]
Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous (see text)
You swear an oath to your foes, that their limbs will be
heavy and their wills sapped. After initiating this boost, each
successful attack or combat maneuver attempt you make
against an opponent before the start of your next turn also
causes that opponent to become cursed for one minute.
Each time a creature cursed by this boost moves, it must
succeed at a Will save (DC 14 + your initiation modifier)
or become slowed (as the spell) until the end of its next
turn. A successful save against this effect ends the curse.
Alternatively, if a creature cursed by this boost does not
willingly move from its space for two consecutive rounds,
the curse ends without a need for a saving throw. A creature
forced to move (such as by a bull rush) does not trigger this
effect.
STRIKE OF THE STEADFAST LEGION
Discipline: Eternal Guardian (Strike)
Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack and 60 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
When you bring your enemy low, your strength bolsters
the will of your allies. Make an attack. If it hits, it deals

125

Path of War Expanded


weapon damage as normal plus additional damage equal to
1/2 your initiator level, and all allies within 60 feet of you
gain damage reduction/ equal to your initiation modifier
(minimum 1) for one round. In addition, any ally who gains
damage reduction from this strike can expend a number of
hit point up to your initiator level to grant any other ally
who gained damage reduction from this strike three times
that amount in temporary hit points. These temporary hit
points last for one round.
WATCHMANS REBUKE
Discipline: Eternal Guardian (Counter)
Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Your supernatural will calls for your enemies to cease
resisting and submit to your judgement. You can initiate
this counter when an opponent within 60 feet succeeds on
a saving throw. That opponent must immediately reroll its
save, using the result of the second roll to determine if it
succeeded or failed. If that opponent is cursed, it takes a 2
penalty on this reroll.

5th Level
JAILER OF THE DAMNED
Discipline: Eternal Guardian (Stance)
Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt the stance of the wardens which guard the gates
of death. While you maintain this stance, your maneuvers
and other abilities treat creatures that are normally
immune to mind-affecting effects and fear effects as if
they were not immune. Such creatures gain a +5 resistance
bonus on saving throws against these effects, rather than
ignoring them outright. In addition, while you maintain this
stance, you do not provoke attacks of opportunity when
attempting a combat maneuver against a creature that is
shaken, frightened, or panicked, and you gain a +2 bonus on
your combat maneuver checks against such creatures.
UNBEARABLE GAZE
Discipline: Eternal Guardian (Counter) [fear]
Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round

126

Your stare fills a creature with supernatural dread, causing


them to fear looking into your eyes lest it cause them great
harm. You can initiate this counter in response to being
targeted by an attack, spell, or power originating from an
creature within 60 feet. That creature must succeed at a
Reflex save (DC 15 + your initiation modifier) or become
blinded for one round, averting its eyes as a result of utter
terror. If the target fails its saving throw, the attack or effect
suffers a 50% miss chance against you, even if it would
normally automatically hit. A creature without eyes or that
is already blind is immune to this effect.
SHACKLES OF THE CONDEMNED
Discipline: Eternal Guardian (Strike) [curse]
Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your strike binds your target, summoning cursed manacles
that bind both you and your enemy to a single fate. Make
a melee attack. If it hits, it deals weapon damage as normal
plus an additional 5d6 points of damage, and the target
becomes cursed and entangled for a number of rounds
equal to your initiator level. While under the effect of this
maneuver, the target cannot move further than 30 feet away
from you, even by teleportation effects. You or your target
can pull on the chain as a trip or drag attempt as an attack
action without provoking attacks of opportunity. You gain
a +4 bonus on combat maneuver checks and to your CMD
when making these attempts or having them made against
you.
If the target begins and ends its turn adjacent to you, it
can make a Will save (DC 15 + your initiation modifier) to
end the effects of this strike. If you move further than 30 feet
away from the target, the curse is broken and the effects
of this strike end. You can end the effects of this strike as
a free action, and it ends automatically if you are knocked
unconscious or killed.
STAND YOUR GROUND
Discipline: Eternal Guardian (Counter)
Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: You and one ally
Duration: 1 round
You and your ally stand together to defend your position,
strengthened by supernatural resolve. When you initate
this counter, choose an ally within 60 feet. For one round,
you and that ally each take only half the damage you would
otherwise take. Damage that is redirected (such as by the
shield other spell or the share pain power) or intentionally
taken (such as by strike of the steadfast legion) is not
reduced.

Path of War Expanded


6th Level
CHARGE OF DISMAY
Discipline: Eternal Guardian (Strike) [fear]
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
The disciple barrels through the enemy lines, terrifying his
foes. Make a charge attack that does not provoke attacks
of opportunity. If it hits, it deals weapon damage as normal
plus an additional 6d6 points of damage, and all opponents
(including the target) within 30 feet must succeed at a
Will save (DC 16 + your initiation modifier) or become
frightened for 1d4 rounds and shaken for one minute after.
Creatures with more hit dice than your initiator level cannot
become frightened by this strike, although they still become
shaken on a failed save. Any creature that starts its turn
without line of sight to you can make another saving throw
to end this effect.
INESCAPABLE FETTERS
Discipline: Eternal Guardian (Boost) [curse, teleportation]
Level: 6
Prerequisites: Two Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your nightmarish oath that no foe will escape you draws.
After initiating this boost, each creature you hit with a
melee attack before the start of your next turn becomes
cursed for one round per four initiator levels you possess.
At the end of each of the turns of a creature cursed by this
boost, that creature must succeed at a Will save (DC 16 +
your initiation modifier) or be teleported to an unoccupied
square adjacent to you. This teleportation provokes an
attack of opportunity from you, and functions regardless
of the distance between you and the cursed creature,
although it cannot teleport a target on another plane of
existence. For every 10 feet a cursed creature moves during
its turn preceding the teleportation, the save DC of this
strike increases by +2 (up to a maximum of a +6 increase to
the DC). You can touch a willing ally to curse them, in which
case they automatically fail their Will save to resist being
teleported back to you at the start of your next turn. You
can end this effect and the cursed condition on any affected
creature at any time as a free action.
INESCAPABLE GRASP
Discipline: Eternal Guardian (Stance)
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal

Target: You
Duration: Stance
Your resolution is absolute, and those affected by your ill will
find themselves unable to act freely. While you maintain this
stance, cursed creatures you threaten cannot take 5-foot
steps or use the Withdraw action, and any such creature that
leaves its square provokes an attack of opportunity from you,
even if its movement would not otherwise provoke attacks
of opportunity (such as with the Spring Attack feat or a
teleportation effect).
INFINITE FOCUS
Discipline: Eternal Guardian (Counter)
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All allies within 60 ft.
Duration: 1 round
You share some of your patience and dedication with
your allies, allowing them to avoid careless mistakes that
would allow an opponent to strike. After initiating this
counter, your allies within 60 feet of you do not provoke
attacks of opportunity for one round. Any ally that moves
further than 60 feet away from you loses this benefit. You
can initiate this counter in response to an ally provoking
an attack of opportunity from an opponent; if you do, that
attack is negated, and the ally gains the full benefits of this
counter as normal.
STRIKE OF SACRIFICE
Discipline: Eternal Guardian (Strike)
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30 feet (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
You seal a portion of your life force around your allies,
protecting them from harm at the cost of your own
vulnerability. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 6d6 points of damage,
and you may lower your AC by up to 1/2 your initiator level
and grant all allies within 30 feet an equal bonus to their ACs.
Both the reduction of your AC and the bonus to your allies
ACs lasts for a number of rounds equal to your initiator level.

7th Level
CURSE OF IMPENDING DOOM
Discipline: Eternal Guardian (Strike) [curse, fear]
Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)

127

Path of War Expanded


The disciples curse seeps into the foes subconscious, forcing
it to believe failure is just around the corner. Make an
attack. If it hits, it deals weapon damage as normal plus an
additional 6d6 points of damage, and the target becomes
cursed for 24 hours. While cursed by this strike, the target
suffers a 2 penalty on attack rolls, saving throws, and skill,
checks. Whenever an affected target succeeds on an attack
roll, saving throw, or skill, check, the penalty imposed by
this strike increases by 2. Whenever an affected target
fails on such a roll, it must succeed at a Will save (DC 17
+ your initiation modifier) or become panicked for one
round, and the penalty imposed by this maneuver is reset
to 2. A creature under the effect of this strike can choose
to intentionally fail on any of these rolls to make another
saving throw against this effect. If it does, failure does not
cause it to become panicked, nor does it reset the penalty
to 2.
GRIM SATISFACTION
Discipline: Eternal Guardian (Boost) [fear]
Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Seeing the fear and resignation in the eyes of your foes spurs
you closer to victory. After initiating this boost, the next
creature you hit with an attack for one round must succeed
at a Will save (DC 17 + your initiation modifier) or cower
in fear for one round, and you heal a number of hit points
equal to your initiator level. If the creature that fails its save
is cursed, you heal an additional 10 hit points.
UNBREAKABLE PROMISE
Discipline: Eternal Guardian (Counter) [curse]
Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All opponents within 60 ft.
Duration: 3 rounds (see text)
You vow that no foe will land a killing blow against those
under your protection. You can initiate this counter in
response to a melee or ranged attack being made against
another ally within 60 feet. All opponents within 60 feet of
you must succeed at a Will save (DC 17 + your initiation
modifier) or become cursed for three rounds. While a
creature is cursed by this counter, it cannot reduce any
creature other than itself below 0 hit points by any means;
any additional damage is negated. An affected creature can
strike itself as an attack action or part of a full-attack action
(dealing damage as normal for the attack) to end this curse.

128

8th Level
CRUSHING REBUKE
Discipline: Eternal Guardian (Counter) [fear]
Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 turn
Your overwhelming presence castigates a foe, causing them
to utterly doubt their own abilities. You can initiate this
counter in response to a melee or ranged attack being made
against you or an ally by an opponent within 60 feet. Make
an Intimidate check, using the creatures attack roll as the
DC. If you succeed, the attack is negated, and that all attacks
made by that creature until the end of its turn are treated as
if that creature had rolled a natural 1.
HAMMER OF THE IMMORTAL
Discipline: Eternal Guardian (Strike)
Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Every threatened opponent
Duration: Instantaneous (see text)
You act as both hammer and anvil, striking your enemies
with furious skill that breaks their lines and their spirits.
Make a melee attack roll and compare it to the AC of each
opponent you threaten. If the attack roll hits a target, it
deals weapon damage as normal plus an additional 8d6
points of damage, and the target takes a 4 penalty to its
AC and CMB until the start of your next turn. Use the same
damage roll for each target. In addition, you may make a
single combat maneuver attempt against each target you
hit with this strike as a free action. These combat maneuver
attempts do not provoke attacks of opportunity.
STANCE OF THE INFINITE WARRIOR
Discipline: Eternal Guardian (Stance) [teleportation]
Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your eternal vigilance allows you to leave an echo of your
presence behind to guard areas in which you are no longer
physically present. While you maintain this stance, any
square you threaten during your turn remains threatened
by you until the end of your next turn. You can make melee
attacks (including attacks of opportunity) against creatures
within these squares, regardless of your actual location a
flickering glimpse of how you appeared the moment you
threatened that square appears and makes the attack, just

Path of War Expanded


as if you were actually in the square. In addition, whenever
a creature enters your threatened area, you can teleport to
any unoccupied space within 10 feet of that creature as an
immediate action.

9th Level
OATH OF ETERNITY
Discipline: Eternal Guardian (Counter) [curse, teleportation]
Level: 9
Prerequisites: Four Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

By utilizing the momentum of your body and blade, you


turn a charge into disabling slash that leaves your opponent
on the ground. After initiating this boost, you can make a
trip attempt against the next creature you charge this round
as a free action, using a Perform (dance) check in place of
your combat maneuver check. This combat maneuver
attempt does not provoke an attack of opportunity.
REACHING BLADE STANCE
Discipline: Mithral Current (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You declare a swathe of the battlefield to be your domain,


in which you will brook no trespass. You teleport across
the battlefield with each blow, blinking towards an enemy
then returning to your original position. After initiating this
counter, your threatened area increases to 40 feet for one
round. This overlaps with, rather than stacking with, any
natural reach you otherwise have; if your natural reach is
greater than 40 feet, it is not reduced. In addition, for the
duration of this boost, your attacks of opportunity deal
an additional 3d6 points of damage and curse the target
for one round, and you can make a number of additional
attacks of opportunity this round equal to 1/2 your initiator
level. This stacks with the Combat Reflexes feat and other
effects that increase the number of attacks of opportunity
you can make in a round.

You can translate the momentum of your swift attacks into


greater reach, striking foes who would normally be out of
your range. While you maintain this stance, your melee
attacks deal an additional 1d6 points of damage, and you
increase the reach of the first attack you make each round
by 5 feet. The additional damage of this stance increases by
1d6 for every eight initiator levels you possess.

Mithral Current

You have the ability to draw your weapon with blinding speed,
channeling that motion into deadly attacks. While you
maintain this stance, you are considered to be threatening
all squares within reach of your weapon even if it is sheathed,
and can draw your weapon when making any type of
maneuver or attack (including attacks of opportunity), even
while flat-footed. In addition, you gain the benefits of the
Combat Reflexes feat, even if you do not meet the normal
prerequisites. You use your initiation modifier instead of
your Dexterity modifier when determining the number of
additional attacks of opportunity you can make each round.

1st Level
FLOWING CREEK
Discipline: Mithral Current (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Like the flowing water that inspired your art, you sidestep
and work around foes instead of fighting them directly. You
can initiate this counter in response to a melee or ranged
attack (including touch or ranged touch spell attacks) being
made against you. Make a Perform (dance) check, using
your opponents attack roll as the DC. If you succeed, the
attack is negated and you may take a 5-foot step as a free
action, even if you have already taken one this round.
FOLLOWING WAKE
Discipline: Mithral Current (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

READY THE DRAW


Discipline: Mithral Current (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

SWIFT CURRENT
Discipline: Mithral Current (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
One of the basic tenets of the Mithral Current is that all
momentum can be turned into a powerful offensive tool.
As an initiate of the discipline, you can use the momentum
of drawing your blade from its sheath to increase a strikes
power. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 1d6 points of damage.
If you drew your weapon as part of this strike, your target is
considered flat-footed against this attack.

129

Path of War Expanded


TIDAL BLADE

Duration: Instantaneous (see text)

Discipline: Mithral Current (Strike)


Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to two creatures
Duration: Instantaneous

By imitating the motions of ocean waves, you extend the


reach of your blade beyond its edge. Make a melee attack. If
it hits, it deals weapon damage as normal plus an additional
2d6 points of damage. If you drew your weapon as part of
this strike, you can make your attack against any creature
within close range (25 feet + 5 feet per 2 initiator levels),
even if that creature isnt within your reach. The attack is
still treated as a melee attack, and a creature struck must
succeed at a Will save (DC 12 + your initiation modifier) or
become vulnerable to silver until the end of your next turn.
Creatures with vulnerability to silver take 50% more damage
from silver weapons. This maneuver is a supernatural ability.

As a disciple of the Mithral Current discipline, your skill and


grace comes from your flowing movements and lightningquick attacks. You make a swift slash, striking through
multiple enemies with your swing. Make a melee attack
roll and compare it to the AC of two creatures within your
reach. If the attack roll hits a target, the attack deals weapon
damage as normal. Use the same damage roll for each target.
If you drew your weapon as part of this strike, you gain a +2
bonus on your attack roll.

2nd Level
CALM THE STORM
Discipline: Mithral Current (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By perfectly timing your counterattacks, you can force your
opponent into a position where they are unable to further
attack you. You can initiate this counter in response to a
melee or ranged attack being made against you. Make an
attack roll with a weapon you are wielding. If your attack roll
is higher than your opponents, their attack is negated and
they must succeed on a Reflex Save (DC 12 + your initiation
modifier) or be unable to target you with any other attacks
this turn.
DUAL CRASH
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a sudden reversal of direction, you strike an enemy
when they least expect itat the instant after theyd already
been hit. Make a melee attack. If it hits, it deals weapon
damage as normal. If you drew your weapon as part of this
strike, you can make a second attack against the same target
with a 2 penalty on the attack roll.
IRON WAVE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft./2 levels)
Target: One creature

130

RIDE THE WAKE


Discipline: Mithral Current (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
For a disciple of the Mithral Current discipline, stillness
is death, and you acknowledge this fact by continuing to
move even after striking your foes. If you drew a weapon
as part of making an attack this round, you can initiate this
boost to move up to your speed without provoking attacks
of opportunity.
RIPTIDE STRIKE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like the dangerous tidal swells that pull swimmers out
to sea and under the waves, you pull an opponent to the
ground with your strike. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 2d6
points of damage. If you drew your weapon as part of this
strike, you may also make a trip attempt against them as a
free action with a +2 competence bonus on your combat
maneuver check. This trip attempt does not provoke an
attack of opportunity.

3rd Level
FLOWING WATER STANCE
Discipline: Mithral Current (Stance)
Level: 3
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt a stance that maximizes free movement and
speed, allowing you to dance around your opponents

Path of War Expanded


attacks and flow past obstacles like a rushing stream. While
you maintain this stance, you gain a +4 dodge bonus to your
AC and a +4 bonus on initiative checks. In addition, you can
sheath your weapon once per round as a free action that
does not provoke attacks of opportunity, even if it isnt your
turn.
RIPPLING CURRENT
Discipline: Mithral Current (Strike)
Level: 3
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your blade weaves in and out of your opponents sight to
strike at an unexpected angle. Make a melee attack. If it
hits, it deals weapon damage as normal plus an additional
3d6 points of damage. If you drew your weapon as part of
this strike, your target is considered flat-footed against this
attack.
RUSHING WAKE
Discipline: Mithral Current (Boost)
Level: 3
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a sudden burst of speed, you charge towards a foe,
skillfully knocking aside any others in your path. After
initiating this boost, when you make a charge attack this
round, you can make a trip attempt as a free action against
each opponent adjacent to you at any point in your
movement. These trip attempts do not provoke attacks of
opportunity, although your movement still does as normal.
SALT BREEZE STRIKE
Discipline: Mithral Current (Strike)
Level: 3
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Imitating the stinging winds of ocean storms, you strike with
a debilitating slash and a spray of dust. Make a melee attack.
If it hits, it deals weapon damage as normal plus an additional
3d6 points of damage. If you drew your weapon as part of
initiating this strike, a struck target takes a 4 penalty on
attack rolls for one round.

4th Level
BLINDING REFLECTION
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Reflecting light off your blade like a pond bathed in
moonlight, you temporarily blind an opponent and swiftly
strike in the opening granted. Make a melee attack. If it
hits, it deals weapon damage as normal plus an additional
6d6 points of damage. If you drew your weapon as part of
this strike, a struck target must succeed at a Fortitude Save
(DC 14 + your initiation modifier) or become blinded for 1
minute. If the target succeeds on their save, they are instead
dazzled for one round.

131

Path of War Expanded


DISRUPTIVE WAVE
Discipline: Mithral Current (Counter)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 immediate action
Range: Melee attack (see text)
Target: One creature
Duration: Instantaneous
By sensing the ripples in reality caused by powerful magic,
you are able to anticipate and strike before a spell takes effect.
You can initiate this counter in response to being targeted
by a power, psi-like ability, spell, or spell-like ability. Make a
charge attack against the originator of the effect, moving
up to twice your speed towards them as normal. If it hits, it
deals weapon damage as normal, possibly interrupting the
effect and increasing the DC of the Concentration check to
not lose the effect by +4.
RIDE THE CURRENT
Discipline: Mithral Current (Counter)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By reading the movements of a foe, you are able to position
yourself out of your enemys reach, striking as a final parting
gift. You can initiate this counter in response to a melee or
ranged attack being made against you. If your weapon is
sheathed, you may draw it and make a melee attack against
your attacker. If it hits, it deals weapon damage as normal.
Regardless of whether or not you attacked, you can move
up to 10 feet without provoking attacks of opportunity. You
cannot make this counterattack if the target is not within
your melee reach or otherwise targetable with a melee
attack.
SILVER WAVE
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous (see text)
Drawing your blade in a powerful diagonal cut, you strike
your foe with a brutal wave of kinetic energy. Make a melee
attack. If it hits, it deals weapon damage as normal plus an
additional 6d6 points of damage. If you drew your weapon
as part of this strike, you can make your attack against any
creature within close range (25 feet + 5 feet per 2 initiator
levels), even if that creature isnt within your reach, and the
target must succeed at a Will save (DC 14 + your initiation
modifier) or become vulnerable to silver until the end
of your next turn. In addition, you may also make a bull

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rush attempt against a struck target as a free action with


a competence bonus on your combat maneuver check
equal to your initiation modifier. This bull rush attempt
does not provoke an attack of opportunity. Creatures with
vulnerability to silver take 50% more damage from silver
weapons. This maneuver is a supernatural ability.

5th Level
FLOWING STREAM
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your graceful movements allow you to distance yourself from
enemies attacks. You can initiate this counter response to
a melee or ranged attack being made against you or when
caught in an effect that requires a Reflex saving throw. Make
a Perform (dance) check, using your opponents attack roll
or the Reflex save DC as the DC. If you succeed, the attack is
negated or you are otherwise unaffected by the effect, and
you can move up to your speed without provoking attacks of
opportunity towards the originator of the attack or effect. If
your weapon is sheathed when you initiate this counter, you
may draw it and make a melee attack against your attacker. If
it hits, it deals weapon damage as normal plus an additional
3d6 points of damage. You cannot make this counterattack
if the target is not within your melee reach or otherwise
targetable with a melee attack
MITHRAL FLASH
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Though the Mithral Current discipline is noted for its graceful
movements and artful dodges, you are just as capable of
blocking blades as you are avoiding them. You can initiate
this counter response to a melee or ranged attack being made
against you. Make an attack roll with a weapon you are wielding.
If your attack roll is higher than your opponents, their attack
is negated. If you drew your weapon as part of this counter,
you can make an attack against your attacker. If it hits, it deals
weapon damage as normal plus an additional 5d6 points of
damage, and your weapon is treated as silver for the purposes of
vulnerabilities and overcoming damage reduction. You cannot
make this counterattack if the target is not within your melee
reach or otherwise targetable with a melee attack.
RAPID CURRENT
Discipline: Mithral Current (Strike)

Path of War Expanded


Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You unleash a rapid flurry of attacks at an enemy, carving
deep wounds into their flesh. Make two melee attacks at
your full base attack bonus. Each attack that hits deals
weapon damage as normal plus an additional 3d6 points
of damage. If you drew your weapon as part of this strike,
you can make a make one additional attack at your full base
attack bonus. If it hits, it deals weapon damage as normal,
and does not gain bonus damage from this strike.
SHIFTING WATERS STANCE
Discipline: Mithral Current (Stance)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You dance your way across the battlefield, heedless of any
obstacles between you and your target. While you maintain
this stance, you do not need to move in a straight line while
charging, and may move through difficult terrain while
charging (although your movement is still reduced if you do
so). In addition, any time a maneuver allows you to move as
part of initiating it (including maneuvers that allow you to
take a 5-foot step), you may move an additional 5 feet. You
can sheath your weapon once per round as a free action
that does not provoke attacks of opportunity, even if it is
not your turn.
WHIRLPOOL STRIKE
Discipline: Mithral Current (Strike)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent opponents or opponents in reach (see text)
Duration: Instantaneous
With a spinning slash, you strike down all foes near you.
Make a melee attack roll and compare it to the AC of each
adjacent opponent. If the attack roll hits a target, it deals
weapon damage as normal plus an additional 3d6 points
of damage. Use the same damage roll for each target. If you
drew your weapon as part of this strike, you may attack all
opponents within your reach in addition to those adjacent
to you.

6th Level
CRASHING WAKE
Discipline: Mithral Current (Strike)
Level: 6

Prerequisites: Two Mithral Current maneuvers


Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent opponents (see text)
Duration: Instantaneous
You rush across the battlefield, striking all foes in your path.
When you initiate this maneuver, you can move up to 30 feet
as a free action, provoking attacks of opportunity as normal.
Make a single attack against each opponent adjacent to
you at any point during your movement. If an attack hits,
it deals weapon damage as normal, plus an additional 4d6
points of damage.
ENDLESS CURRENT
Discipline: Mithral Current (Boost)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You channel the momentum of your attacks into a leaping
dance, allowing you to maneuver across the battlefield
with every blow. After initiating this boost, you can move
up to 10 feet as a free action without provoking attacks of
opportunity each time you make an attack until the start of
your next turn.
MITHRAL CURRENT STANCE
Discipline: Mithral Current (Stance)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You move with the speed and grace of a rapid flowing
river, striking at blinding speeds. While you maintain this
stance, any creature you hit with a melee attack must
succeed at a Will save (DC 16 + your initiation modifier)
or become vulnerable to silver until the end of your next
turn. This effect resolves after your attack. In addition, you
are considered to be threatening all squares within reach
of your weapon even if it is sheathed, and can draw your
weapon when making any type of maneuver or attack
(including attacks of opportunity), even while flat-footed.
You can sheath your weapon once per round as a free action
that does not provoke attacks of opportunity, even if it isnt
your turn. Creatures with vulnerability to silver take 50%
more damage from silver weapons.
QUICKSILVER WAVE
Discipline: Mithral Current (Strike)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action

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Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of silver energy leaps from your blade to slash at a
distant foe. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 8d6 points of damage.
If you drew your weapon as part of this strike, you can make
your attack against any creature within close range (25 feet +
5 feet per 2 initiator levels), even if that creature isnt within
your reach, and the target must succeed at a Will save (DC
16 + your initiation modifier) or become vulnerable to
silver until the end of your next turn. In addition, you may
also make a trip attempt against a struck target as a free
action with a competence bonus on your combat maneuver
check equal to your initiation modifier. This trip attempt
does not provoke an attack of opportunity. Creatures with
vulnerability to silver take 50% more damage from silver
weapons. This maneuver is a supernatural ability.

7th Level
BLADE OF THE SILVER SEA
Discipline: Mithral Current (Strike)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your blade ripples and shimmers with a bright silver light
as it strikes home and rends the flesh of your enemy. Make
a melee attack. If it hits, it deals weapon damage as normal
plus an additional 8d6 points of damage. If you drew your
weapon as part of this strike, your attack is treated as silver
for the purposes of vulnerability, automatically overcomes
damage reduction, and suppresses any fast healing or
regeneration the target has for a number of rounds equal
to your initiation modifier. This strike cannot suppress
regeneration that is not overcome by any type of damage,
such as that possessed by a tarrasque. This maneuver is a
supernatural ability.
FLOWING RIVER
Discipline: Mithral Current (Counter)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The dance of the Mithral Current allows you to avoid an
incoming effect and return the insult with great fury. You
can initiate this counter in response to being targeted by
or caught in an effect that allows a saving throw. Make a
Perform (dance) check in place of your saving throw. If you
succeed, you can immediately move to any space adjacent
to the creature that originated the effect without provoking

134

attacks of opportunity, even if the creature is further away


than your movement speed. If your weapon is sheathed
when you initiate this maneuver, you may draw it and
make a melee attack against that creature. If it hits, it deals
weapon damage as normal plus an additional 5d6 points of
damage.
RAGING WHIRLPOOL STRIKE
Discipline: Mithral Current (Strike)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent enemies
Duration: Instantaneous
With a whirling slash, you carve through all foes that
presume to approach you. Make a melee attack roll and
compare it to the AC of each adjacent opponent. If the
attack roll hits a target, it deals weapon damage as normal
plus an additional 5d6 points of damage. Use the same
damage roll for each target. If you drew your weapon as part
of this strike, you may make a second attack roll identical to
the first. If it hits, it deals weapon damage as normal plus an
additional 3d6 points of damage.

8th Level
MITHRAL LIGHTNING STANCE
Discipline: Mithral Current (Stance)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With blinding movements and rapid, graceful strikes, you
are able to travel across the battlefield and bring death to
any who would try to oppose you. While you maintain this
stance, you gain a +10-foot enhancement bonus to each
of your speeds and a +6 dodge bonus to your AC against
attacks of opportunity. Your weapons are treated as silver
for the purposes of vulnerabilities and overcoming damage
reduction, and whenever an opponent makes an attack
of opportunity against you, you can make a melee attack
against them after their attack resolves. If it hits, it deals
weapon damage as normal plus an additional 3d6 points of
damage. In addition, all attacks you make as part of counter
maneuvers deal an additional 3d6 points of damage on a
successful hit, and you can sheath your weapon once per
round as a free action that does not provoke attacks of
opportunity, even if it isnt your turn.
MITHRAL WAVE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action

Path of War Expanded


Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of blinding silver energy erupts from your blade to
strike a distant foe. Make a melee attack. If it hits, it deals
weapon damage as normal plus an additional 14d6 points of
damage. If you drew your weapon as part of this strike, you
can make your attack against any creature within close range
(25 feet + 5 feet per 2 initiator levels), even if that creature
isnt within your reach, and the target must succeed at a
Fortitude save (DC 18 + your initiation modifier) or become
dazed for 1d4 rounds, a Reflex save (DC 18 + your initiation
modifier) or be knocked prone, and a Will save (DC 18 +
your initiation modifier) or become vulnerable to silver
until the end of your next turn. Creatures with vulnerability
to silver take 50% more damage from silver weapons. This
maneuver is a supernatural ability.
RIPTIDE SLICE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a master of the Mithral Current discipline, you can
make a cut so light and gentle it feels like a mere breeze
while still rending your enemy to their very core. Make a
melee attack. If it hits, it deals weapon damage as normal
plus an additional 12d6 points of damage. If you drew your
weapon as part of this strike, this attack is made against
your opponents touch AC.

9th Level
DANCE OF THE SILVER HURRICANE
Discipline: Mithral Current (Counter)
Level: 9
Prerequisites: Four Mithral Current Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Having reached the epitome of the Mithral Current discipline,
you know the dance of battle perfectly, and every step you
take is attuned to that deadly rhythm. After initiating this
counter, you can make a Perform (dance) check and use it
in place of your AC or CMD against any attack or combat
maneuver made against you until the start of your next turn.
In addition, any time an attack or combat maneuver misses
you during the duration of this counter, you can move up
to 10 feet as a free action. You may choose to not provoke
attacks of opportunity during this movement, or to provoke
attacks of opportunity as normal.
At the start of your next turn, make melee attack roll and
compare it to the AC of each creature that attacked you and

missed while this counter was in effect. If the attack roll hits
a target, it deals weapon damage as normal, and is treated
as silver for the purposes of vulnerabilities and overcoming
damage reduction. This attack affects creatures regardless of
the distance between you and your opponents. If you drew
your weapon as part of this counter, a struck opponent takes
an additional 1d6 points of damage for each time it missed
you while the counter was in effect (up to a maximum of
6d6 points of additional damage per creature).

Piercing Thunder
Special Note: The specialized nature of some Piercing
Thunder maneuvers requires you to be wielding a
discipline weapon or a weapon that inflicts piercing
damage. If you are not wielding such a weapon, then you
cannot perform those maneuvers. In addition, while you
maintain a Piercing Thunder stance, you can retrieve
unattended weapons as a free action, provided the
weapon is within your reach at some point during your
turn (including as part of movement).

1st Level
BRONZE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With practiced skill, you are capable of achieving greater
force with your discipline weapons. After initiating this
boost, the next charge attack you make this turn deals an
additional 1d6 points of damage.
BRONZE LANCET CHARGE
Discipline: Piercing Thunder (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a thunderous charge and deliver a powerful
attack. Make a charge attack that does not provoke attacks
of opportunity. If your attack hits, it deals weapon damage
as normal plus an additional 1d6 points of damage.
IRON PIKEMANS ATTITUDE
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have practiced ways to mitigate and circumvent the
woes of heavy armor and gear. While you maintain this
stance, you gain the benefits of the Endurance feat and

135

Path of War Expanded


you may treat armor you are wearing as one category lower
(heavy armor is treated as medium armor, and so forth, to a
minimum of light armor). In addition, you reduce the armor
check penalty of armor you are wearing by 1 (to a minimum
of 0) and increase the maximum Dexterity bonus allowed
by your armor by 1. For every 3 initiator levels you possess
beyond 1st level, you reduce the armor check penalty and
increase the maximum Dexterity bonus by an additional 1
(up to a maximum of a 5 armor check penalty reduction
and a +5 increase to maximum Dexterity bonus).
OAKEN SHIELD
Discipline: Piercing Thunder (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You shift your weapons haft into a more defensible position,
shielding you from assault. You can initiate this counter in
response to a melee or ranged attack being made against
you. Your shield bonus to your AC against that attack
increases by +4 (if you have no shield bonus to AC, your
shield bonus increases to +4).
PHALANX LANCER
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Through heavy conditioning and strength training, you have
become adept at using a shield in tandem with a polearm
to great effect. While maintain this stance, you can wield a
normally two-handed discipline weapon as a one-handed
weapon (or a normally one-handed discipline weapon as a
light weapon) when using a shield in your off hand. When
fighting in this manner, your attacks with discipline weapons
and shield bashes deal an additional 1d6 points of damage
(+1d6 per ten initiator levels).
In addition, adjacent allies (up to a maximum number
equal to your initiation modifier) wearing shields may
interlock their shields with yours as a free action on their
turn. Each shield-bearing character improves their shield
bonus to AC by +1 for each ally in this position (up to a
maximum of +5). Allies linking shields with you in this
manner do not need to be in this stance unless they wish
to increase the number of allies within the phalanx as well.
Special Note: If you possess the armament shield class
feature (see zweihander sentinel warder archetype in Path
of War), its benefits are suspended while you maintain this
stance. You must be wielding an actual shield to interlock it
with the shields of allies.
PIERCING STRIKE
Discipline: Piercing Thunder (Strike)

136

Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One or two creatures
Duration: Instantaneous
You issue a potent impaling blow with your weapon,
battering defenses aside and striking bloodily at your foe.
During this strike, your weapons reach increases by 5 feet.
Make a melee attack roll and compare it to the ACs of up
to two creatures within your reach that are adjacent to each
other. If the attack roll hits a target, it deals weapon damage
as normal. Use the same damage roll for each target.

2nd Level
ARMOR-PIERCING THRUST
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a potent attack toward your foe, unleashing a
heavy thrust that pierces through their defenses. Make a
melee touch attack with a weapon you are wielding. If it hits,
it deals weapon damage as normal.
BRACE FOR IMPACT
Discipline: Piercing Thunder (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
In the chaos of battle, you know you can truly only trust the
weapon in your hand. You can initiate this counter when
an opponent makes a charge attack against you. Make an
Acrobatics check, using your opponents attack roll as the
DC. If you succeed, the attack is negated and that opponent
takes damage equal to your initiator level. If you are wielding
a weapon with the brace property, this damage is doubled.
If you are not wielding a discipline weapon or a piercing
weapon, this counter does no damage to your opponent
but can still negate the attack.
HASTENED LEAP
Discipline: Piercing Thunder (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
By using this method, you become capable of a quick burst
of speed, launching yourself forward with alacrity towards
you foes. When you initiate this boost, you can either move
up to 20 feet or make an Acrobatics check to jump. If you

Path of War Expanded


jump, you are treated as if you had a running start and your
check is made with a +10 competence bonus.
THROWING THUNDER
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
By rearing back for a powerful throw, you are capable
of turning any pole arm into a deadly and dangerous
missile. Make a ranged attack, using a discipline weapon
youre wielding as a thrown weapon. The weapons range
increment increases by 20 feet for this attack. If the weapon

does not normally have a range increment, it instead gains a


20-foot range increment for this attack, and you do not take
the normal penalty for throwing a nonstandard weapon. If
your attack hits, it deals weapon damage as normal plus
an additional 2d6 points of damage, and the target must
succeed at a Reflex save (DC 12 + your initiation modifier)
or be knocked prone.
THUNDEROUS FALL
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Using the principles of Piercing Thunder, you are wellsuited to taking advantage of your superior reach to bring
your foes to the ground, be they cavalry or infantry. Make
a melee attack. If it hits, it deals weapon damage as
normal plus an additional 2d6 points of damage,
and if the target is riding a mount, they must

137

Path of War Expanded


succeed at a Reflex save (DC 12 + your initiation modifier)
or be dismounted, falling prone in a square of your choice
adjacent to their mount. If the target is not mounted,
you may instead make a trip attempt against them as a
free action with a +2 competence bonus to your combat
maneuver check. This strike can only be initiated with a
discipline weapon.

3rd Level
GORING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: See text
Area: Line (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
With a mighty thrust with your weapon, you pierce your
enemies, delivering a devastating attack to multiple foes
within your reach. During this strike, your weapons reach
increases by 5 feet. When you initiate this maneuver, your
strike targets every creature in a line with a range equal to
your reach. Make a melee attack roll and compare it to the
AC of each creature within the area. If the attack roll hits a
target, it deals weapon damage as normal plus an additional
2d6 points of damage, and the target must succeed at a
Fortitude save (DC 13 + your initiation modifier) or suffer
1d4 points of bleed damage. Use the same damage roll for
each target. This strike can only be initiated with a discipline
weapon or a piercing weapon.
IRON LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You urge punishing force into your attack to devastate your
foes. After initiating this boost, the next charge attack you
make this turn deals an additional 3d6 points of damage,
and the creature struck is staggered for one round.
PIERCING THUNDER HAMMER
Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a seasoned spearman, you know how to leverage your
strength properly. By drawing up your strength, you deliver a
crushing strike that can bring even the most stable enemies

138

to their knees. Make a melee attack. If it hits, it deals weapon


damage as normal plus an additional 2d6 points of damage,
and the target must succeed at a Reflex save (DC 13 + your
initiation modifier) or be knocked prone.
TWIN THUNDER STANCE
Discipline: Piercing Thunder (Stance)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have learned how to use normally two-handed weapons
in one hand, using the weapons size and momentum to
strike your foes with powerful blows. While you maintain
this stance, You can wield normally two-handed weapons as
one-handed weapons, and you gain the benefits of the TwoWeapon Fighting feat while using two discipline weapons in
either hand (even if you do not meet its prerequisites).
If you already possess the Two-Weapon Fighting feat, you
may instead wield one or both of weapons as light weapons
(reducing the penalties further and making them eligible for
use with feats such as Weapon Finesse or Deadly Agility),
and you gain the benefits of the Improved Two-Weapon
Fighting feat, or the Greater Two-Weapon Fighting if you
already possessed Improved Two-Weapon Fighting, even if
you do not meet these feats prerequisites. You do not need
to be wielding multiple weapons to gain the benefits of this
stance.
Special Note: If you possess the armament shield class
feature (see zweihander sentinel warder archetype in Path
of War) and wielding a two-handed weapon in one hand,
the benefits of armament shield will still apply to that
weapon. If you are wielding a pair of two-handed weapons,
armament shield only applies to one of them, although you
can choose which weapon it applies to as a free action at
the start of each turn. Note that even if you are wielding
more than two weapons, you can only gain extra attacks
with a single off hand weapon each turn.

4th Level
IRON LANCET CHARGE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your knowledge of how to deliver a powerful charge that
delivers bone-shattering force is unparalleled. Make a charge
attack that does not provoke attacks of opportunity. If it
hits, it deals weapon damage as normal plus an additional
6d6 points of damage, and the target must succeed at a
Reflex save (DC 14 + your initiation modifier) or be knocked
prone.

Path of War Expanded


LEAPING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
In a daring feat of acrobatics, you leap high into the air and
descend with the force of a lightning bolt. Make a melee
attack, using an Acrobatics check in place of your attack
roll. Any bonuses and penalties that would be applied to
a normal attack roll, such as weapon enhancements, spell
effects, or the penalties for fighting with two weapons or
shooting into melee, are applied to the skill check as well. If
your attack hits, it deals weapon damage as normal plus an
additional 6d6 points of damage.
REPOSITIONING LEAP
Discipline: Piercing Thunder (Counter)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a powerful leap and roll, you are able to evade an
enemys attack and reposition yourself to better defend
yourself. Make an Acrobatics check, using your opponents
attack roll as the DC. If you succeed, the attack is negated,
and you may jump away from your position, using your
Acrobatics check result to determine the distance moved.
This movement does not provoke attacks of opportunity.
TWISTING LANCE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You sweep your enemies legs out from under them with
the haft of your weapon before following up with a spinning
strike its head. Make a trip attempt with a +4 competence
bonus on your combat maneuver check. This trip attempt
does not provoke attacks of opportunity. If you successfully
trip your target, you can make a single melee attack against
them as a free action. If your attack hits, it deals weapon
damage as normal plus an additional 5d6 points of damage.

5th Level
METEOR SPIRAL THRUST
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers

Initiation Action: 1 standard action


Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
You put a vicious twist in your thrust, delivering a powerful
blow that penetrates armor and body alive. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 8d6 points of damage, and automatically
overcomes damage reduction. In addition, the target
must succeed at a Fortitude save (DC 15 + your initiation
modifier) or become nauseated for 1d3 rounds.
STANCE OF THE THUNDERBRAND
Discipline: Piercing Thunder (Stance)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You tightly concentrate your focus on the battlefield,
maximizing the effectiveness of your reach and keeping
enemy attacks at bay. While you maintain this stance, you
gain a +4 dodge bonus to your AC and your weapons reach
increases by 5 feet. In addition, any creature you threaten
that leaves their square provokes an attack of opportunity
from you, even if their movement was a 5-foot step or
movement that would not otherwise provoke attacks
of opportunity (such as with the Spring Attack feat or
a teleportation effect). Your opponents cannot use the
Withdraw action to treat the squares they start in as no
longer threatened by you.
THROWING COMET
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
With an overhand spin, you hurl your polearm at your
enemies, decimating their ranks in a whirling path. When
you initiate this maneuver, you throw your weapon, creating
a 30-foot line that deals damage to each creature in the area
as if you had hit them with an attack with a weapon you
are wielding (including damage from magical properties or
other bonuses), plus an additional 8d6 points of damage,
and knocks them prone. Use the same damage roll for each
creature. Creatures caught in the line can make a Reflex save
(DC 15 + your initiation modifier) to take half damage and
not fall prone.
After resolving this maneuver, the weapon you threw
lands in the furthest square from you at the end of the
line. If it is enchanted with a property such as returning
or teleporting, or you otherwise have the ability to cause

139

Path of War Expanded


thrown weapons to return to you, it does so normally as if
you had made an attack with it.
TWISTING PARRY
Discipline: Piercing Thunder (Counter)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: One attack
Target: You
Duration: Instantaneous
A champion of combat, the disciple of the Piercing Thunder
is capable of using the size and weight of his weapon to buffet
an attack aside to strike at another foe. You can initiate this
counter in response to a melee or ranged attack being made
against you. Make an attack roll with a weapon you are
wielding. Use the higher of your AC and your attack roll as
your effective AC against the incoming attack. If the attack
against you misses, you deflect the attack at another creature
you can see within reach or range of the attacker. Treat the
attack as if it had been made against that creature, using the
attackers original attack roll to resolve the attack as normal.
If there is no new target available, the attack is simply negated.

6th Level
DIVING THUNDERBOLT STANCE
Discipline: Piercing Thunder (Stance)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your movements are light and nimble, allowing you to reach
incredible heights and strike with the force of a swooping
dragon. While you maintain this stance, you become
immune to falling damage, gain a bonus on Acrobatics
checks made to jump equal to twice your initiator level,
and your vertical jumping distance is not limited by your
maximum movement speed. In addition, if you attack your
opponent from a higher elevation (including after jumping
towards them as a move action), you are considered to
be charging that opponent for the purposes of feats and
abilities you possess that would provide a beneficial effect.
GLORIOUS THUNDER CHARGE
Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Brandishing his potent weapon in a glorious display of
martial superiority, the disciple charges to battle his foe
with determination matched by only the gods themselves.

140

Make a charge attack that does not provoke attacks of


opportunity. If it hits, it deals weapon damage as normal
plus an additional 8d6 points of damage, and the target
must succeed at a Fortitude save (DC 16 + your initiation
modifier) or become nauseated for 1d3 rounds.
IMPALING COMET STRIKE
Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: See text
Area: Line (see text)
Target: One or more opponents
Duration: Instantaneous
You are capable of pressing an incredible assault upon a
foe. During this strike, your weapons reach increases by 10
feet. When you initiate this maneuver, your strike targets
every creature in a line with a range equal to your reach.
Make a melee attack roll and compare it to the AC of each
opponent within the area. If the attack roll hits a target, it
deals weapon damage as normal plus an additional 6d6
points of damage, and automatically overcomes damage
reduction. Use the same damage roll for each target. This
strike can only be initiated with a discipline weapon or a
piercing weapon.
LIGHTNING RUSH
Discipline: Piercing Thunder (Boost)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By digging in his heels and launching off like a speeding
comet, the disciple of the Piercing Thunder is capable
of lightning fast sprints for a short period of time. After
initiating this boost, your base land speed increases by 30
feet until the start of your next turn. This adjustment is
treated as an enhancement bonus. In addition, you can
immediately move up to your speed as a free action. This
movement does not provoke attacks of opportunity.
STEEL LANCERS EDGE
Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You add a burst of speed and force to the end of your
charge, striking your foe with a deadly thrust before using
the momentum to leap away from their counterattack.
Make a charge attack that does not provoke attacks of
opportunity. If it hits, it deals weapon damage as normal

Path of War Expanded


plus an additional 8d6 points of damage, and automatically
overcomes damage reduction. In addition, regardless of
whether your attack hit or not, you can make an Acrobatics
check to jump as a free action. Movement during this jump
does not provoke attacks of opportunity from the target.

7th Level
BREAKING THE CHARGE
Discipline: Piercing Thunder (Counter)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The disciple of the Piercing Thunder is wise to the ways of
combat, and when opponents rush by, his lance is always at
the ready. You can initiate this counter whenever a charging
opponent passes within 10 feet of you (including if you
yourself are being charged). Make a melee attack against
that creature with a weapon you are wielding, even if its
reach would not otherwise allow you to strike the foe. If it
hits, it deals weapon damage as normal plus an additional
5d6 points of damage, and the target must succeed at a
Reflex save (DC 17 + your initiation modifier) or be knocked
prone. Regardless of whether or not they succeed at the
save, the targets movement ends, potentially keeping them
from making their charge attack. This maneuver may only
be made with a discipline weapon.
LEAPING THUNDER CRASH
Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a tremendous leap into the air, you come crashing
down upon your enemy with the force of the gods
themselves. Make a melee attack, using an Acrobatics check
in place of your attack roll. Any bonuses and penalties that
would be applied to a normal attack roll, such as weapon
enhancements, spell effects, or the penalties for fighting
with two weapons, are applied to the skill check as well. If
your attack hits, it deals weapon damage as normal plus an
additional 35 points of damage, and the target must succeed
at a Fortitude save (DC 17 + your initiation modifier) or
drop any held items, as though they had been disarmed.
RUSH TO THE FRAY
Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack

Target: One or more creatures


Duration: Instantaneous
You charge fearlessly towards a group of foes, heedless of
difficulties and deliver a flurry of potent attacks. Make a
charge attack that does not provoke attacks of opportunity.
During this charge, you ignore difficult terrain (potentially
allowing you to charge where you otherwise could not). At
the end of your charge, you can give up your regular attacks
and instead make a melee attack or combat maneuver
attempt at your highest base attack bonus against each
opponent within reach. If an attack hits, it deals weapon
damage as normal plus an additional 5d6 points of damage,
or if used for a combat maneuver attempt, you gain a +5
competence bonus on your combat maneuver check. You
must make a separate attack roll against each target.

8th Level
ADAMANTINE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
As a master of the Piercing Thunder discipline, you wield
your lance with impossible strength and penetrating power,
piercing steel as easily as flesh and bone. After initiating this
boost, the next charge attack you make this turn deals an
additional 8d6 points of damage. In addition, each attack
you make during that charge automatically overcomes
damage reduction, and any creature struck must succeed
at a Fortitude save (DC 18 + your initiation modifier) or
become dazed for one round.
DEADLY THUNDER LANCERS STANCE
Discipline: Piercing Thunder (Stance)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Mastery of the spear and its many styles comes to you as you
near the pinnacle of the Piercing Thunder discipline. While
you maintain this stance, you add your initiation modifier
to attack rolls, damage rolls, and Acrobatics checks to jump
or tumble. In addition, you gain the benefits of the Spring
Attack feat, even if you do not meet its prerequisites. When
you use this feat, you can initiate a strike with an initiation
action of one standard action or less instead of making a
normal attack during your movement. If that strike includes
a charge, you gain the normal benefits and penalties of the
charge combat maneuver, although your movement is not
limited to a straight line, you may move through difficult
terrain or other obstacles as if you were not charging, and

141

Path of War Expanded


you do not have to end your movement after initiating your
strike.
THUNDERING LANCERS BLOW
Discipline: Piercing Thunder (Strike)
Level: 8
Prerequisites: 3 Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By leveling a heavy blow from your powerful weapon, you
strike so hard to as to bring your opponent to their knees
with this strike. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 12d6 points of damage,
and you can make a bull rush attempt against the target as
a free action. This bull rush attempt does not provoke an
attack of opportunity, and you gain a bonus on your combat
maneuver check equal to 1/2 your initiator level. If your bull
rush attempt is successful, the target is knocked prone at the
end of their movement.

9th Level
PIERCING CHARGE OF THE DREAD LANCER
Discipline: Piercing Thunder (Strike)
Level: 9
Prerequisites: Four Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: See text
Area: Line (see text)
Duration: Instantaneous
As a master of the Piercing Thunder discipline, you can
make a devastating charge across the battlefield, striking
all in your way with razor precision and unstoppable killing
force. When you initiate this maneuver, you make a charge
attack, moving up to twice your speed in a straight line as
normal. Unlike a normal charge attack, you do not designate
an opponent, and do not need to end your movement
within reach of an opponent. In addition, your movement
ignores difficult terrain and intervening creatures, and does
not provoke attacks of opportunity. Rather than making
an attack at the end of your charge, your strike targets
every opponent who was caught in your path; treat your
movement as a line-shaped effect for determining who
is affected. Each opponent caught within the line takes
damage as if you had hit them with an attack with a weapon
you are wielding (including damage from magical properties
or other bonuses), and must succeed at a Reflex save (DC 19
+ your initiation modifier) or take an additional 15d6 points
of damage. A successful save halves the additional damage,
but does not negate the damage from your attack. Use the
same damage roll for each creature. This strike can only be
initiated with a discipline weapon.

142

Riven Hourglass
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they
do on the initiators connection to the timestream and
the manipulation of their Hourglass. As such, they are
supernatural abilities.

1st Level
CLOCKWATCHER
Discipline: Riven Hourglass (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By pulling your perception forward in time for the barest
of moments, you are able to cheat fate and act when most
would be caught unaware. Unlike other immediate actions,
you can initiate this counter while flat-footed, and can use
this maneuver at the beginning of a surprise round you
otherwise would not be able to act in. You may act during
the surprise round normally.
DISTORTED CLOCK
Discipline: Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Magic is a fickle thing that wanes in power as the sands glitter
through the hourglass of existence. You halt this progression
within yourself, sustaining abilities that would normally only
last a few minutes. You can apply the effects of the Extend
Spell metamagic feat (or Extend Power metapsionic feat) to
a single beneficial extract, power, psi-like ability, spell, or or
spell-like ability cast upon you for as long as you maintain
this stance. Leaving this stance causes the duration to
resume as normal (each round of the effect spent as half
of a round while in this stance). Starting at initiator level
10, you may extend a second effect. In addition, you gain
a +2 circumstance bonus on saving throws against harmful
effects with a duration of longer than instantaneous.
MINUTE HAND
Discipline: Riven Hourglass (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make an incredibly swift strike which sacrifices some
accuracy for speed. Make a melee attack with a 2 penalty
on the attack roll. If it hits, it deals weapon damage as
normal.

Path of War Expanded


SANDS OF TIME STANCE

Duration: Instantaneous (see text)

Discipline: Riven Hourglass (Stance)


Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By wrapping a bit of quintessence around your weapon in


the form of a glittering aura, you are capable of striking a
foe and burning through the time that he has left. Make an
attack. If it hits, it deals weapon damage as normal and the
target must succeed at a Will save (DC 11 + your initiation
modifier) or become fatigued for 1d4 rounds.

By attuning yourself to the ebb and flow of time, you can


visualize the time-stream as a metaphorical hourglass in
your soul, and learn to manipulate your place within it.
While you maintain this stance, you gain a +2 bonus on
Initiative checks and Reflex saves. At initiator level 12th,
these bonuses increase to +4.

STRIKE THE HOURGLASS

SANDS OF TIME APPROACH


Discipline: Riven Hourglass (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature

Discipline: Riven Hourglass (Strike)


Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a simple strike, you influence times attitude towards
a foe and their ability to act in battle. Make an attack. If it
hits, it deals weapon damage as normal and the target must
succeed at a Will save (DC 11 + your initiation modifier)
or it can only take a single move action or standard action
during its next turn.

2nd Level
CHRONAL AGGRESSION
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A Riven Hourglass disciple must end fights quickly, as the
sands of time halt for no man. Heeding this logic, you attack
at your foes reserves of enduring strength. You fire a ray
against an opponent within close range (25 feet + 5 feet per
2 initiator levels). This ray requires a ranged touch attack
to hit and deals 2d6 points of damage plus your initiation
modifier, and the target must succeed at a Fortitude save
(DC 12 + your initiation modifier) or become sickened
for one minute. On a successful save, the target is instead
sickened for one round.
RAPID STRIKE
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You compress the time needed to strike twice within the
span of a single blow. Make two melee attacks against the
same creature. If an attack hits, it deals weapon damage as
normal.

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STOPWATCH
Discipline: Riven Hourglass (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With a dizzying burst of incredible speed, you step out of
time, adjusting your position to possibly avoid an attack.
You can initiate this counter in response to a melee or ranged
attack being made against you. Make an Autohypnosis
check, using your opponents attack roll as the DC. If you
succeed, you may take a 5-foot step as part of this counter. If
this movement puts you in a position where the opponent
would not have been able to attack you, then the attack is
negated.
TEMPORAL BURN
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By surrounding your weapon with a bubble of vastly
accelerated time, you are able to strike at a foe and burn
away at their personal quintessence. Make an attack. If it
hits, it deals weapon damage as normal plus an additional
2d6 points of damage, automatically overcomes damage
reduction, and ignores hardness.
UNHINDERED STEP
Discipline: Riven Hourglass (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By slowing the falling sands of the Hourglass inside your soul,
you are capable of greatly accelerating your movements.
After initiating this boost, your land speed increases by 30
feet until the beginning of your next turn. This adjustment
is treated as an enhancement bonus. This boost does not
affect other modes of movement, such as burrow, climb, fly,
or swim.

3rd Level
FLICKERING DEFENSE
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: You or an ally within 60 ft.
Duration: Instantaneous

144

All actions cause new potential futures, and you can force
particularly unlucky futures upon your foes by looking
forward and shifting the right sands. You can initiate this
counter in response to a melee or ranged attack being made
against you or an ally within 60 feet. The attacker takes
a 4 penalty on the attack roll, and rolls twice and takes
the lower result. You must initiate this counter before the
success or failure of the original roll is known.
PROBABILITY TWIST
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
While the flow of time is constantly moving, it is possible
for a disciple to analyze and alter how the grains fall within
his own Hourglass. You can initiate this counter to reroll any
one d20 roll or damage roll you make in combat on your
turn. You must take the result of the reroll, even if it is worse
than the original roll.
RIVEN HOURGLASS STANCE
Discipline: Riven Hourglass (Stance)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By altering the flow of time around yourself, you flicker
between potential time paths, slipping quietly between the
grains that fall within your Hourglass. While you maintain
this stance, you gain a +4 dodge bonus to your AC and
a +4 bonus on Initiative checks. In addition, you become
immune to the slow spell, and any power, psi-like ability,
spell, or spell-like ability that targets only you suffers a 20%
miss chance.
TEMPORAL FURY
Discipline: Riven Hourglass (Strike)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instantaneous (see text)
You surround your weapon with quintessence, the essence
of time that withers all things, and strike at your foe with its
burning temporal energies. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 2d6 points of
damage, and the target must succeed at a Fortitude save
(DC 13 + your initiation modifier) or be affected as if by a
slow spell for two rounds.

Path of War Expanded


TIME SKITTER

TEMPORAL BODY ADJUSTMENT

Discipline: Riven Hourglass (Boost)


Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text

Discipline: Riven Hourglass (Counter)


Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

By accelerating your personal time-stream, you speed


up your movements and accelerate your blows for a few
moments. After initiating this boost, you gain the benefits of
a haste spell for a number of rounds equal to your initiation
modifier (+1 to attack rolls, AC, and Reflex saves, a +30-foot
enhancement bonus to movement speeds, and one extra
attack when making a full attack).

By reversing the flow of your personal Hourglass, you can


turn back time, undoing a harmful event. You can initiate
this counter when you would be affected by a negative
condition (such as being cursed, dazed, paralyzed, or
sickened), or are affected by a negative condition. You
ignore the condition that would affect you, or end any one
such condition currently affecting you. You cannot negate
your death with this counter.

4th Level
CHRONAL DRAW
Discipline: Riven Hourglass (Strike)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)

TIP THE HOURGLASS


Discipline: Riven Hourglass (Strike)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)

By damaging the time-flow on a targets vital forces, you


temporarily age a foe, exhausting their body before their
Hourglass can stabilize. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 3d6 points of
damage, and the target must succeed at a Will save (DC 14 +
your initiation modifier) or become exhausted for a number
of rounds equal to your initiation modifier.

By wrapping a field of anarchic temporal energy around


your weapon, you strike at your foes own inner Hourglass,
seeking to disrupt its flow. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional 4d6
points of damage, and target must succeed at a Fortitude
save (DC 14 + your initiation modifier) or be affected
as if by a slow spell for a number of rounds equal to your
initiation modifier.

GIFT OF TIME

5th Level

Discipline: Riven Hourglass (Boost)


Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Touch
Target: One ally
Duration: Instantaneous

CHRONAL FISSION
Discipline: Riven Hourglass (Stance)
Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By focusing and carefully gathering glittering grains of


quintessence from within your Hourglass into your hands,
you can donate time to another with a touch. You can only You enter a meditative trance, manipulating your personal
initiate this boost at the start of your turn, before taking time to react faster than you otherwise would be able to.
any other actions. Select an adjacent ally you can touch. You While you maintain this stance, you may initiate a single
can choose to grant them a standard, move, or full-round counter each round without using an immediate action.
action. That ally can take the action you selected, and must This expends the counter as normal. You can use this stances
use them immediately, changing their place in the initiative effect to initiate a counter even if you have already used an
order as if they had readied an action. You lose the chosen immediate action this round.
action, and cannot take it this turn. You cannot grant more
HOUR HAND
actions than you could normally take during your turn, thus
if you are staggered you could not grant an ally a full-round Discipline: Riven Hourglass (Boost)
action, only a standard or move action.
Level: 5

145

Path of War Expanded


Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

By rearranging how your time is managed, you can


manipulate the present, shifting your position on the
battlefield. When you initiate this counter, you can
immediately take a move action. You cannot gain more
than one move action per round this way.

You compress the timeframe of your attack, sacrificing precision


to make a lightning-fast strike. After initiating this boost, you
can make one additional attack as part of your next attack
action, full-attack action, or strike. This extra attack is made at
your highest attack bonus with a 4 penalty on the attack roll. If
it hits, it deals weapon damage as normal plus an additional 4d6
points of damage.

6th Level

SANDS OF TIME TORNADO


Discipline: Riven Hourglass (Strike)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent opponents
Duration: 1d4 rounds
You accelerate your personal Hourglass, speeding up your
mind and body to the point that you seem to be a blur,
surrounded by a phantom aura of glittering smoke. Make a
melee attack roll and compare it to the AC of each adjacent
opponent. If the attack roll hits a target, it deals weapon
damage as normal plus additional points of damage equal to
twice your initiation modifier, and the target must succeed
at a Fortitude save (DC 15 + your initiation modifier) or
become sickened for 1d4 rounds. Use the same damage roll
for each target.
TIME-THIEFS TALONS
Discipline: Riven Hourglass (Strike)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Every being holds within its Hourglass sands of time that
mark how long they will reside in this world, and you have
learned to steal anothers grains to replenish your own. Make
an attack. If it hits, it deals weapon damage as normal plus
additional points of damage equal to twice your initiator
level, and you regain a number of hit points equal to twice
your initiator level.
RELATIVITY BURST
Discipline: Riven Hourglass (Counter)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

146

SAND-BEARERS SWIFTNESS
Discipline: Riven Hourglass (Stance)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You open a floodgate within your soul, channeling timeaccelerating energies through your body to move at
blindingly-fast speeds. While you maintain this stance, you
gain the benefits of a haste spell (+1 to attack rolls, AC, and
Reflex saves, a +30-foot enhancement bonus to movement
speeds, and one extra attack when making a full attack),
and are immune to the slow spell and similar effects. In
addition, your great speed makes you exceptionally hard to
hit; all attacks, powers, psi-like abilities, spells, and spell-like
abilities targeting only you suffer a 20% miss chance.
SHATTER THE HOURGLASS
Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a heavy blow, you strike your foes Hourglass directly,
temporarily shattering it and freezing their timeline in place.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save (DC
16 + your initiation modifier) or become paralyzed for 1d4
rounds. A successful save negates the paralysis and causes
the foe to be affected as if by a slow spell for 1d4 rounds.
TEMPORAL DISTORTION
Discipline: Riven Hourglass (Counter)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By finding yourself in an immediate need of action, you
are capable of stretching a tiny amount of time into the
moments needed to move yourself away from danger. You
can initiate this counter to move up to twice your speed
without provoking attacks of opportunity. You cannot gain
more than one movement from this counter per round.

Path of War Expanded


TEMPORAL WAVE
Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous (see text)
You reach deep within your soul and pull forth a handful
of quintessence to cast at your foes, wreaking havoc upon
their ability to act. When you initiate this maneuver, you
create a 30-foot cone of quintessence. Creatures caught
within the cone must succeed at a Will save (DC 16 + your
initiation modifier) or become nauseated and affected
as if by a slow spell for a number of rounds equal to your
initiation modifier. Creatures that succeed on their save are
instead affected as if by a slow spell for one round.

7th Level
BEAT THE CLOCK
Discipline: Riven Hourglass (Counter)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You briefly accelerate your personal timeframe, acting
so fast that you appear to be a blur. You can initiate this
counter to immediately take a standard action, as if you had
readied an action. You cannot gain more than one standard
action per round this way.
SANDS OF TIME HURRICANE
Discipline: Riven Hourglass (Strike)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All opponents within reach
Duration: Instantaneous (see text)
By pouring time-accelerating energies through your form,
your perception of time grinds to a halt, allowing you
to erupt into a whirlwind of perfect strikes and glittering
quintessence at supernatural speed. Make two melee
attack rolls with a +4 bonus and compare them to the AC
of each opponent within your reach. If an attack roll hits
a target, it deals weapon damage as normal and the target
must succeed at a Fortitude save (DC 17 + your initiation
modifier) or become nauseated for one round. Use the
same damage rolls for each target.
TEMPORAL DILATION
Discipline: Riven Hourglass (Strike)
Level: 7

Prerequisite: Two Riven Hourglass maneuvers


Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
By summoning up a time-altering aura into your hand
and channeling it through a foe, you can destabilize their
Hourglass, pushing them out of sync with the present for
a few scant moments. Make a melee touch attack. If it hits,
the target disappears from reality for 1d4 rounds. After
this duration, the target reappears in exactly the same
orientation and condition as before. From the targets point
of view, no time has passed at all. If the space from which
the target departed is occupied upon his return to the
time stream, he appears in the closest unoccupied space,
still in his original orientation. Determine the closest space
randomly if necessary. A successful Will save (DC 17 + your
initiation modifier) reduces the duration of this strike to
one round.

8th Level
GOD OF THE HOURGLASS STANCE
Discipline: Riven Hourglass (Stance)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your control over your own time-stuff allows you to isolate
your Hourglass from reality, causing you to move with
unparalleled speed and grace and affording you protection
from those who would manipulate your quintessence.
While you maintain this stance, you may take an additional
move or standard action during your turn, you become
immune to the slow spell and similar effects, and you cannot
become fatigued or exhausted. In addition, can always act
during a surprise round, even if youre caught unaware, and
if an ally or opponent uses a time stop spell or similar effect
while you are within 50 feet of them you can take a single
standard action during the duration of that spell or effect.
HEART OF THE TIME LORD
Discipline: Riven Hourglass (Counter)
Level: 8
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When the sands within your Hourglass finally run dry, you
can force your timeline to restart, willing the sands to
reverse within your soul and restore what has been lost. You
can initiate this counter in response to taking damage that
would reduce you to 0 hit points or less. You recover hit
points and are cured of debilitating effects as if a heal spell

147

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had been cast on you, using your initiator level as the caster
level.
WRATH OF TIME
Discipline: Riven Hourglass (Strike)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
You open your Hourglass and those of all around you,
willing their grains to scatter in an attempt to outright
erase their futures. When you initiate this maneuver, you
unleash a 60-foot cone of violent temporal energy, reducing
people and objects alike to harmless white sand. Make an
Autohypnosis check as part of this strike. Each opponent
or object within the area takes damage equal to twice the
result of your check. A successful Fortitude save (DC 18 +
your initiation modifier) halves the damage. If this damage
reduces a creature or object to 0 or fewer hit points, it is
entirely disintegrated, leaving only a scattered pile of white
dust.

9th Level
BREAK THE HOURGLASS
Discipline: Riven Hourglass (Counter)
Level: 9
Prerequisite: Four Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By forcing your will upon the quintessence of the universe
and acting within pockets of time so small that blink past
within the gap between seconds, you turn time on its end
and react to an opponents actions before they have even
been made. You can initiate this counter in response to
being targeted or caught within the area of an attack or
effect. You can immediately take a standard action and a
move action (or a single full-round action by combining
them) before that effect resolves. While taking these actions,
you can only attack or otherwise affect the originator of the
attack or effect. If you reduce the originator of the attack
or effect to 0 or fewer hit points with these actions, then
the attack or effect (including parts of the effect that
affect other creatures) is completely negated, having been
prevented from happening at all. You cannot gain more
than one standard action and move action per round this
way.

Shattered Mirror
Special Note: Maneuvers from this discipline are
universally supernatural in nature, drawing as they
do on the initiators ability to twist reality and reflect
upon both themselves and others. As such, they are
supernatural abilities. Some maneuvers from this
discipline require the initiator to make a Craft check;
these checks must use one of the Craft skills associated
with the Shattered Mirror discipline.

1st Level
BREAKING GLASS STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your vicious strike flares with shards of mirror-bright
color that dazzle and dizzy your victim. Make a melee
attack. If it hits, it deals weapon damage as normal, and the
target must succeed at a Will save (DC 11 + your initiation
modifier) or become dazed for one round. Regardless of
whether or not they succeed at their save, a struck target
also becomes dazzled for a number of rounds equal to your
initiation modifier.

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COPYCAT CUT
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a slight shift of your stance, you mimic an attack youve
witnessed in the last few seconds of combat. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 1d6 points of damage, and you can choose
to use the result of any attack roll made by your target in
their next turn in place of one of your attack rolls in your
next turn. If you strike that opponent with their own attack
roll, you deal an additional 2d4 points of damage. An attack
made using an opponents attack roll does not threaten or
confirm critical hits.
DOPPELGANGER DANCE
Discipline: Shattered Mirror (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With supernatural alacrity, you mimic your foes movements,
preventing them from escaping you. While you maintain
this stance, whenever an adjacent opponent takes a 5-foot
step to leave one of your threatened squares, you may
immediately take a 5-foot step towards that opponent,
even if you have already moved or taken a 5-foot step this
round. Whenever you use this ability, your movement
speeds during your next turn are reduced by 5 feet.
FUNHOUSE WALTZ
Discipline: Shattered Mirror (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a moments concentration, you shift your movements,
advancing like a warped reflection. After initiating this boost,
you gain a 10-foot enhancement bonus to each of your
movement speeds and do not need to move in a straight line
while running or charging for one round.
LEFT-HAND STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A minor twist of reality makes it seem like your strike is two
places at once. When you initiate this strike, make a Craft

check, using the targets AC as the DC. Then make a melee


attack against the target. If it hits, it deals weapon damage
as normal. If your Craft check succeeded, your target loses
its shield bonus to AC against this and other attacks this
round, and your attack deals an additional 1d6 points of
damage.
OBSIDIAN REFLECTION STANCE
Discipline: Shattered Mirror (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You emanate an aura that either enhances the perceptions
of those within it or makes them warped and twisted.
While you maintain this stance, all creatures (including you)
within 20 feet of you gain either a +1 bonus on attack and
damage rolls or a 1 penalty on attack and damage rolls.
Once per round as a free action, you can change which of
these effects is applied. These bonuses increase by +1 for
every four initiator levels you possess (+/ 2 at 4th level, +/
3 at 8th level, and so on).

2nd Level
BROKEN MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a mirror-bright slash, you put jagged cracks in your
opponents defenses. Make a melee attack. If it hits, it deals
weapon damage as normal, and the target must succeed at
a Reflex save (DC 12 + your initiation modifier) or its armor
or shield (your choice) gains the broken condition for a
number of rounds equal to your initiator level.
EQUIVOCATE
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature
Duration: 1 round
You ensnare yourself and a foe in a reflective relationship.
You can initiate this counter in response to opponent within
close range (25 feet + 5 feet per 2 initiator levels) being
targeted by a power, psi-like ability, spell, or spell-like ability.
For one round, any such effect targeting that opponent
also targets you (and vice versa), even if it normally could
not affect that many targets or one of you would be out of
range. This counter happens before the effect takes place,
allowing you to gain the effect you responded to.

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MIMICS GAMBIT
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Drawing on your power over reflections and mimicry, you
copy an effect from your victim. Make a melee attack. If it
hits, it deals weapon damage as normal, and you can choose
one spell or power affecting the target. You gain the effects
of the spell or power, just as if it had been cast or manifested
on you, except that its duration is equal to its duration
or a number of rounds equal to your initiation modifier
(whichever is lower). If you do not have any knowledge of
the spells or powers affecting the target, then choose one
at random.
OBSIDIAN RAZOR STYLE
Discipline: Shattered Mirror (Boost)
Level: 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Like obsidian, you create a reflection that is beautiful, dark,
and deadly at the edge of your weapon. After initiating this
boost, you gain an insight bonus equal to your ranks in one
Craft skill (chosen when you initiate this boost) on melee
damage rolls for one round.
OBSIDIAN SIDESTEP
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With an act of will, you distort reality to avoid harm. You can
initiate this counter in response to making a saving throw.
Make a Craft check in place of your saving throw, using the
result of that check to determine that saves success.

3rd level
CURSE OF THE TWISTED REFLECTION
Discipline: Shattered Mirror (Strike) [curse, mind-affecting]
Level: 3
Prerequisites: One Shattered Mirror Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a hideous strike, you distort the perceptions of your
enemies. Make an attack. If it hits, it deals weapon damage as

150

normal, and the target must succeed at a Will save (DC 13 +


your initiation modifier) or become confused for a number
of rounds equal to your initiation modifier. In addition, a
struck target becomes cursed for a number of rounds equal
to your initiation modifier, regardless of whether or not it
succeeded on its save.
INFINITY MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By bending the light near yourself, you create a deceptive
defense against assault. When you enter this stance, you
gain the benefits of a mirror image spell with a caster level
equal to your initiator level. Instead of the normal amount
of mirror images generated, you create one image for every
four initiator levels you possess (minimum 1), and the effect
lasts until you enter another stance, at which point any
remaining images fade.
REFLECTED BLADE STYLE
Discipline: Shattered Mirror (Boost)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your will creates a glimmering mirror of your assaults,
afflicting two enemies at once. After initiating this boost,
the next strike you initiate with an initiation action of 1
standard action that targets one creature also affects an
additional opponent within close range (25 feet + 5 feet per
2 initiator levels), even if that opponent would normally be
out of range of the strike. If the strike requires an attack roll,
use the same attack roll against both targets.
SHATTERED GLASS SMITE
Discipline: Shattered Mirror (Strike)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature (see text)
Duration: Instantaneous
With your will and your weapon, you shatter reality as you
would shatter a mirror, shredding your enemies with false
glass. Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 3d6 points of magical slashing
damage, and you create a 30-foot cone of shattered glass
originating in the targets space and aimed in a direction of
your choice. This cone deals 3d6 points of magical slashing

Path of War Expanded


damage to each creature caught within it. You and the initial
target of this strike do not take damage from this cone.

4th Level
BLAZING MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)

times your highest movement speed in one round using


this maneuver. You can only use this counter against a given
opponent once per round.
FETCHS WRATH
Discipline: Shattered Mirror (Strike) [teleportation]
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One creature and you (see text)
Duration: Instantaneous

Like an unquiet spirit, you travel through light and


In a flash of bright death, your weapon transforms into light, reflections, striking down those foolish enough to tempt
passing through your foes armor and scorching their eyes. your wrath. When you initiate this strike, you may teleport
Make a melee touch attack with a weapon you are wielding. to any unoccupied space within medium range (100 feet
If it hits, it deals weapon damage as normal, and the target + 10 feet per initiator level), then make a melee attack.
must succeed at a Fortitude save (DC 14 + your initiation Alternately, you may make a melee attack and then teleport
modifier) or become blinded for a number of rounds equal to unoccupied space within medium range. In either case,
to your initiator level.
the attack you make deals weapon damage as normal plus
an additional 4d6 points of damage.
CARNIVAL SWAP

Discipline: Shattered Mirror (Boost)


Level: 4
Prerequisites: 1 Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Close (25-ft + 5-ft/2 levels)
Target: You and one other creature
Duration: Special (see text)
You catch your enemy in the reflection of your blade and
twist reality like a funhouse mirror, leaving an unfair trade.
The next time this round that you make an attack that hits,
you may select one power, psi-like ability, spell, or spell-like
ability affecting the struck creature. That creature loses
the benefits of the chosen effect and you gain them for a
number of rounds equal to your initiation modifier. Select
a power, psi-like ability, spell, or spell-like ability affecting
you. You lose the chosen effect and the struck creature gains
it for a number of rounds equal to your initiation modifier.
DOPPELGANGER WALTZ
Discipline: Shattered Mirror (Counter)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Like a reflection in the mirror, you follow your enemies
every move. You can initiate this counter in response
to an opponent within close range (25 feet + 5 feet per
2 initiator levels) moving any distance. Whenever that
opponent moves this round, you may move an equal
distance or up to your speed (whichever is lower) as a free
action, even if it isnt your turn. This movement provokes
attacks of opportunity as normal and takes place after your
opponents movement. You may only move up to three

5th Level
CURSE OF THE SMOKING MIRROR
Discipline: Shattered Mirror (Strike) [curse]
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With an obsidian-edged blow, you reflect an enemys malice
back onto itself, tainting them from within. Make a melee
attack. If it hits, it deals weapon damage as normal, and the
target must succeed at a Will save (DC 15 + your initiation
modifier) or fall prey to a reflected curse for a number of
rounds equal to your initiation modifier. While affected, the
target becomes cursed, and whenever it deals damage (by
any means) during this time it takes an equal amount of
damage of the same type(s). Damage reduction, resistances,
and immunities are applied to this damage as normal.
EMPTY FRAME
Discipline: Shattered Mirror (Counter)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
With an effort of will you shed substance but not form. After
you initiate this counter, you and all objects worn, carried,
or wielded by you become incorporeal for one round.

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GLEAMING IMPRISONMENT
Discipline: Shattered Mirror (Strike)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Twisting the reflections around your blade, you mark an
enemy with it and imprison them in a sphere of mirrors.
Make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 4d6 points of damage, and the
target must succeed at a Reflex save (DC 15 + your initiation
modifier) or become trapped within a sphere of two-sided
mirrors that forms around them for a number of rounds
equal to your initiation modifier. While this sphere of mirrors
exists, a trapped creature cannot move or be moved from
its space by any means (including teleportation), target
or be targeted by any other creature or object (except for
objects it is attending, carrying, or using), and is immune to
attacks and effects that target an area and originate from
outside its space. Such effects originating from the trapped
creature affect only its own space.
SILVERED MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
Like a prism or a silver mirror, you splash joy and light onto
those whom you love. When you enter this stance, choose
a single power, psi-like ability, spell, or spell-like ability with
a range greater than personal affecting you. While you
maintain this stance, allies within 30 feet of you also gain the
benefits of the chosen effect for as long as it is affecting you.

6th Level
COPYCATS CUNNING
Discipline: Shattered Mirror (Boost)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Armor, shield, or weapon worn or wielded by an
opponent within range
Duration: See text
Your supernatural mimicry permits you to ape the tools
used by your friends and foes. When you initiate this boost,
choose another creatures armor, shield, or weapon within
close range (25 feet + 5 feet per 2 initiator levels. A single
piece of equipment wielded or worn by you of the same
type as the targeted item may use the enhancement bonus
of that item for a number of rounds equal to your initiation

152

modifier. In addition, for the same duration, that piece of


equipment gains the properties and special abilities on the
chosen item in addition to its own, unless those properties
or special abilities could not be applied to your equipment
(for example, if you targeted a +2 distant longbow with this
boost while wielding a +1 greatsword, your greatswords
enhancement bonus would increase to +2, but it would not
gain the distant weapon special ability).
CURSED MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You mimic your opponents movements, visiting retribution
upon them. While you maintain this stance, you can make
a number of additional attacks of opportunity each round
equal to your initiation modifier. This stacks with the
Combat Reflexes feat and other effects that increase the
number of attacks of opportunity you can make in a round.
In addition, any creature that hits you with a melee attack
or melee touch attack provokes an attack of opportunity
from you.
MURDEROUS REFLECTION
Discipline: Shattered Mirror (Strike)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like something out of a nightmare you turn an opponents
strength against them. Make a melee attack with a bonus
on your attack roll equal to the targets Strength modifier. If
it hits, it deals weapon damage as normal plus an additional
7d6 points of damage.
PLAGIARISM
Discipline: Shattered Mirror (Counter)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
You copy an opponents technique, stripping it from them
in the process. You can initiate this counter in response to
being targeted with a power, psi-like ability, spell, spell-like
ability, or supernatural ability. The creature targeting you
becomes unable to use that ability for a number of rounds
equal to your initiation modifier (although the ability they
targeted you with still occurs and is resolved as normal)
and you gain the ability to use that ability for a number of

Path of War Expanded


rounds equal to your initiation modifier. If the ability is a
spell, you can use it once as a spell-like ability. If the ability is
a psionic power, you can manifest it once as a psi-like ability.
Otherwise, you can use the ability as often as is detailed in
the ability description. Calculate the save DCs for the ability
based on your initiation modifier and treat your initiator
level as your caster level, manifester level, or hit dice, as
appropriate for the ability.
WARPED GLASS STRIKE

attack. If it hits, it deals weapon damage as normal, and you


can make another melee attack with a 4 penalty on your
attack roll. If that attack hits, you can make a further melee
attack at a 8 penalty. You continue to repeat this process,
taking a cumulative 4 penalty for each additional attack,
until you miss an attack or you reduce your target to 0 or
fewer hit points. You must direct all of these attacks at the
same creature.
MIRROR DEMONS WALTZ

Discipline: Shattered Mirror (Strike) [Mind-Affecting]


Level: 6
Prerequisites: 2 Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Special (see text)

Discipline: Shattered Mirror (Boost) [curse]


Level: 7
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Long (400 ft. + 40 ft./ level)
Target: You and adjacent opponents (see text)
Duration: Instantaneous (see text)

You re-write the perceptions of your victim with a blow,


turning friend and enemy alike into horrific nightmares
that can only be opposed. When you initiate this maneuver,
make a melee attack. If you hit, it deals normal weapon
damage plus 4d6 and your victim must succeed at a Will
save (DC 16 + your initiation modifier) or lose all ability to
tell friend from foe for a number of rounds equal to your
initiation modifier. A creature so affected treats all other
creatures as hostile, forgets all friendships, and targets the
closest creature to it or the last creature that dealt damage
to it in preference to other targets.

You step through reflected light, vanishing into the splash


of light off of a blade and emerging from a mirror, a prism,
or even the reflection in an enemys eye. When you initiate
this boost, you can teleport to any unoccupied space within
long range (400 feet + 40 feet per initiator level). Opponents
adjacent to the square you leave and the square you arrive
in become cursed and flat-footed for one round.

7th Level
DOUBLE TEAM
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You create a semi-real copy of yourself to attack an
opponent, striking them high and low. When you initiate
this maneuver, make a melee attack and a Craft check. If the
attack hits, it deals normal weapon damage plus additional
damage equal to twice the result of the Craft check, and the
target is knocked prone.
INFINITE REFLECTIONS
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As your blade connects, you seem to vanish, before
reappearing around your opponent several times in
succession and delivering blow after blow. Make a melee

8th Level
OBSIDIAN NEGATION
Discipline: Shattered Mirror (Counter)
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
You conjure a shard of black glass, imprisoning not only
your enemys power but the very concept of the tool he
attempts to use. You can initiate this counter in response to
opponent within close range (25 feet + 5 feet per 2 initiator
levels) casting a spell, initiating a maneuver, manifesting a
power, or using a psi-like or spell-like ability. Make a Craft
check opposed by your opponents caster level, initiator
level, or manifester level check (as appropriate) plus their
Wisdom modifier; if you succeed, the effect is completely
negated, and that opponent may not use it for a number of
rounds equal to your initiation modifier.
SHATTERED MIRROR STRIKE
Discipline: Shattered Mirror (Strike) [mind-affecting]
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a casual blow, you annihilate your opponents
perceptions, writing and rewriting their senses until they

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can only perceive reality as a shattered ruin. Make an attack.
If it hits, your attack deals weapon damage as normal plus
an additional 6d6 points of damage, and you make a Craft
check, using the targets CMD as the DC. If you succeed, the
targets senses are violently altered for a number of rounds
equal to your initiation modifier; it treats all other creatures
as having total concealment and suffers a 50% failure chance
on spells with verbal or somatic components.
UNHOLY MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
Woe and discord are multiplied by your reflective power.
While you maintain this stance, you can choose to have
any power, psi-like ability, spell, and/or spell-like ability that
targets an opponent within 30 feet also affect a number of
secondary targets equal to your initiation modifier. Each
secondary target must be within 30 feet of you, and none
can be affected more than once. If the original effect requires
an attack roll, use the same roll for each target. If the effect
deals damage, secondary targets take half as much damage
as the primary target, and if it does not deal damage, its save
DC is reduced by 4 instead.

9th Level
SEPTENNIAL SEAL
Discipline: Shattered Mirror (Strike)
Level: 9
Prerequisites: Four Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
The ultimate expression of your reflective power creates a
mirror behind your victim just before you strike them with
your magic-laced blade, blowing their soul out of their body
and into your trap. Make a melee attack. If it hits, it deals
weapon damage as normal, and the target must succeed
at a Will save (DC 19 + your initiation modifier) or die
instantly, their soul becoming trapped for seven years in a
small steel mirror that appears somewhere on your person.
If they succeed at their save, your attack instead deals 13d6
additional damage. Destroying the mirror created by this
strike frees your victims soul, allowing it to be returned to
life as normal.

Sleeping Goddess
Special Note: Maneuvers from the Sleeping Goddess
discipline actively draw on the initiators psionic talents.
As such, they are supernatural abilities. In addition,
some Sleeping Goddess maneuvers can be augmented

154

by spending power points, similarly to a psionic


power. You can spend a maximum number of power
points augmenting a maneuver equal to one plus one
additional power point for every four initiator levels you
possess (up to a maximum of 6 at 20th level). If you have
the ability to augment your maneuvers in other ways,
such as from a class feature or other ability, this cannot
be combined with the augments of Sleeping Goddess
maneuvers; you must choose which augmentation type
to use when initiating the maneuver.

1st Level
BATTLE MANTRA
Discipline: Sleeping Goddess (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
In the heat of battle, every second matters, and every blow
is crucial. Your focus and psionic abilities allow you to detect
subtle movements and mental impressions, reacting to the
ever-changing melee before those changes manifest. While
you maintain this stance, you gain one of the following
benefits.
You gain a +1 insight bonus to your AC.
You gain a +1 insight bonus on all attack rolls.
You gain a +2 insight bonus on combat maneuver
checks and to your CMD.
Once per round as a free action, you can turn your
attention to another facet of the combat, losing your
current bonus and gaining a different benefit from this
stance. These bonuses increase by +1 for every four initiator
levels you possess.
BODY OF DELUSION
Discipline: Sleeping Goddess (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous
The most basic tenet of the Sleeping Goddess discipline is
that a strong enough belief, channeled through the lens of
psionic power, can do anything. With this technique, you
momentarily enter a state of denial, asserting through your
power that you are not and will not be harmed. You can
initiate this counter when you take damage from a melee
or ranged attack. Make an Autohypnosis check, using
your opponents attack roll as the DC. If you succeed, you
take only half damage from the attack, although any other
effects of the attack are resolved normally.
Augment: You can augment this maneuver in one or
more of the following ways:

Path of War Expanded


For every power point you spend, you gain a +1 bonus
on your Autohypnosis check.
If you spend 3 power points, you take no damage from
the attack on a successful Autohypnosis check, rather
than half.
If you spend 5 power points, you are completely
unaffected by the attack on a successful Autohypnosis
check, taking no damage and ignoring any additional
effects of the attack.
If you expend your psionic focus while initiating
this counter, you can use it in response to an attack
damaging an ally within 60 feet. Make an Autohypnosis
check as normal, then apply the effects of this counter
to that ally rather than yourself.
CALL THE SOULS BLADE
Discipline: Sleeping Goddess (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)

Target: One creature


Duration: Instantaneous (see text)
You wrap your blade in psionic energy, telepathically
amplifying the pain of the blow. Make an attack. If it hits,
it deals weapon damage as normal, and the target must
succeed at a Will save (DC 11 + your initiation modifier)
or take become overwhelmed with agonizing pain, taking
a 2 penalty on attack rolls, ability checks, and skill checks
for one round. Each time one of your allies successfully hits
that creature while it is under the effect of this strike, the
duration increases by one round, up to a maximum number
of rounds equal to your initiator level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the penalty
inflicted by this strike increases by 1.
If you expend your psionic focus while initiating this
strike, your target does not get a saving throw against
it.

As an adept of the Sleeping Goddess discipline, your greatest


weapon is your personal ideology given form. By focusing
on all you view as right and just, you can shape psionic
might into a souls blade. When you initiate this boost, a
souls blade appears in your hands, taking the form of a
masterwork melee weapon you are proficient with. A souls
blade created with this boost has hardness 10 and 10 hit
points, and is treated as a magic weapon for the purposes of
overcoming damage reduction. The blade lasts a number of
rounds equal to your initiator level before vanishing. If you
throw your souls blade or otherwise relinquish your grip on
it (such as by being disarmed), it dissipates after one round
unless you reclaim it. You can have multiple souls blades
created at once if you initiate this boost or other boosts
that create a souls blade multiple times, although only as
many as you can wield.
If you are currently wielding a mind blade or equivalent
weapon (such as a deadly fists empowered strikes, a psychic
armorys panoply of blades, or a soulbolts mind bolt), you
can choose to amplify it instead of this boosts normal
effects. Until the start of your next turn, all such weapons
you wield (including those created after initiating this
boost) gain the benefit of a weapon special ability
equivalent to a +1 enhancement bonus. This
ability must be chosen from the list of weapon
special abilities you can normally place on your
mind blade (see the enhanced mind blade
class feature in Chapter 3 of Ultimate Psionics).
EGO-WOUNDING STRIKE
Discipline: Sleeping Goddess (Strike) [mindaffecting]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack

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FLASH OF INSIGHT
Discipline: Sleeping Goddess (Boost)
Level: 1
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or two allies (see text)
Duration: Instantaneous
You turn a sudden burst of inspiration into strength for your
allies, sharing your power to give them an edge in battle
and help them shrug off their wounds. You can activate this
boost after making a successful attack or combat maneuver
check. One ally within 30 feet gains another saving throw
against a non-instantaneous effect that allows a saving
throw affecting them. This saving throw has the same DC as
the original save. If your ally succeeds, the effect ends. The
ally does not suffer any additional effects for failing the save
(such as a poisons damage). You cannot grant an ally more
than one additional save against a given effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, your ally gains a +1
insight bonus on their saving throw.
If you expend your psionic focus while initiating this
boost, this boost instead affects up to two allies within
30 feet.
HARMONY-SHATTERING STRIKE
Discipline: Sleeping Goddess (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You strike at both your enemys body and his spirit, creating
a destructive link between them and your allies. Make an
attack. If it hits, it deals weapon damage as normal, and the
target must succeed at a Will save (DC 11 + your initiation
modifier) or for one round, any attacks from your allies
against the target deal an additional 1d6 points of damage.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the additional
damage your allies deal to the target increases by 1d6.
If you expend your psionic focus while initiating this
strike, your target does not get a saving throw against
it.
UNBROKEN STRIDE

156

liquids as if they were solid, sprinting along walls, and even


walking through the air. While you maintain this stance, you
can walk and stand on liquids and other unfirm surfaces as
if they were solid ground. You can move at your normal
speed, but you cannot run on such a surface. This stance
does not protect you from any negative effects that the
surface might carry, such as the heat of lava or the stickiness
of a spiders web.
At initiator level 5th, you gain the ability to move along
walls and ceilings as if under the effect of a spider climb
spell while you maintain this stance, except that you do not
need to use your hands to climb and can fight normally. At
initiator level 10th, you can walk through the air as if it were
solid ground, gaining a fly speed equal to your land speed
with good maneuverability while you maintain this stance.
However, while flying in such a way, you cannot hover. At
initiator level 15th, your maneuverability when flying in
this way increases to perfect, and you can even stand still in
midair, hovering as normal.

2nd level
ADAMANT WILL
Discipline: Sleeping Goddess (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal and 60 ft. (see text)
Target: You and one ally (see text)
Duration: 1 round (see text)
Though armor can be pierced and shields can be broken,
your will remains a final bastion, and those who witness
this resolution of mind can be inspired to cultivate it within
themselves. You can initiate this counter in response to a
melee or ranged attack being made against you. You gain a
+4 insight bonus to your AC against that attack, potentially
causing it to miss. In addition, one of your allies within 60
feet gains a +4 insight bonus to their AC against the next
attack made against them for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, the insight bonus to
you and your allys AC increases by +1.
For every 3 power points you spend, this counter lasts
an additional round. If you augment this counter in
this way, the bonus to your allys AC applies against
every attack made against that ally during the duration,
rather than only the next attack.
FEARLESS FAITH

Discipline: Sleeping Goddess (Stance)


Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Discipline: Sleeping Goddess (Counter)


Level: 2
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous

With careful steps and focused psionic power, you can


slightly shift how you interact with the world, moving over

You know that fear is as great an enemy as the foes in front of


you, and through this knowledge and your faith in yourself,

Path of War Expanded


you can power through even the most terrifying situations.
You can initiate this counter when you would become
shaken, frightened, or panicked. You reduce the fear by one
step (from panicked to frightened, frightened to shaken, or
shaken to unafraid), and are treated as having successfully
saved against the effect for the purposes of determining if
you can be affected again.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the fear is reduced
by an additional step.
If you expend your psionic focus while initiating this
counter, you can use it in response to an ally within 60
feet becoming shaken, frightened, or panicked. If you
do, you apply the effects of this counter to that ally
rather than yourself.
MIND-REVEALING STRIKE
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You and your allies harry a foe, weakening its resolve and
leaving it open to mental intrusion. Make an attack. If it
hits, it deals an additional 1d6 points of damage, and the
target must succeed at a Will save (DC 12 + your initiation
modifier) or you become able to read their surface
thoughts, as if by the read thoughts power, for a number of
rounds equal to your initiation modifier. You do not need
to concentrate on this ability to maintain it. Each time one
of your allies successfully hits that creature while it is under
the effect of this strike, the duration increases by one round,
up to a maximum number of rounds equal to your initiator
level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
If you expend your psionic focus while initiating this
strike, you may make a melee touch attack against the
target rather than a normal attack. If it hits, it deals no
damage, but you still can read their surface thoughts
on a failed save.
If you expend your psionic focus while initiating this
strike, your target does not get a saving throw against
it.
REACTIVE REVERSION
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)

You create a spiritual waypoint tied to your mind and body,


allowing you to return to it in an instant for a short time.
When you initiate this boost, mark your current location.
At any time during the next round, you may teleport back
to the marked space as a free action (even if it isnt your
turn). Using this ability ends this boost. If your former
space is occupied, you are instead teleported to the nearest
unoccupied space. If you use this ability to move out of the
reach or range of an attack or effect, the attack or effect is
negated.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the effect of this
boost lasts an additional round.
For every 2 power points you spend, you can teleport
to the marked space one additional time before ending
this boost.
TWOFOLD ASSAULT
Discipline: Sleeping Goddess (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You assault your opponents mind and body at the same
instant, overwhelming them utterly with a single blow. Make
a melee attack. If it hits, it deals weapon damage as normal
plus an additional 1d6 points of damage, and you can make
a combat maneuver attempt against the target as a free
action. This combat maneuver attempt does not provoke
an attack of opportunity, and you use an Autohypnosis
check in place of your combat maneuver check.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage.
If you expend your psionic focus while initiating this
strike, you can make a second combat maneuver
attempt against the target as a free action, using an
Autohypnosis check in place of your combat maneuver
check.

3rd level
CHAINS OF DOUBT
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack and 60 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous (see text)
You deliver a psionically-charged blow directly to your
enemys willpower and ability to press onwards, dragging
them down with crushing doubt and despair. Make an
attack. If it hits, it deals weapon damage as normal plus
an additional 3d6 points of damage, and the target must

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Path of War Expanded


succeed at a Will save (DC 13 + your initiation modifier) or
become nauseated for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
If you expend your psionic focus while initiating this
strike, one of the targets allies within 60 feet of your
choice also becomes nauseated for the same duration
if the target fails its saving throw. The targets ally does
not receive a saving throw against this effect.
GRASP OF THE GODDESS
Discipline: Sleeping Goddess (Boost)
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
For a brief moment, you transcend the limits of your
physical form, striking beyond the reach of your weapons
and reacting with a speed and grace you would not normally
have. After initiating this boost, your melee reach increases
by 5 feet for one round, and you can make one additional
attack of opportunity this round. This extra attack of
opportunity stacks with other effects that grant additional
attacks of opportunity, such as the Combat Reflexes feat.
In addition, at any time during this boosts duration, you
may expend your psionic focus as an immediate action to
warp the world around you and move to any unoccupied
space within your melee reach without provoking attacks
of opportunity.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, you can make
another additional attack of opportunity each round
while under the effect of this boost.
For every 3 power points you spend, this boost's effect
lasts for an additional round.
INEXORABLE EMBRACE OF SLEEP
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a devastating psychic strike, you can render a foes
higher mind catatonic, reducing him to the state of a
sleepwalker. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 2d6 points of damage,
and the target must succeed at a Will save (DC 13 + your
initiation modifier) or be forced into a dreamlike trance

158

for three rounds. While in this trance, the target cannot


activate spell-like or supernatural abilities, cast spells,
manifest powers, use psi-like abilities, or initiate maneuvers.
Supernatural abilities that do not require an action or
require only a free action to activate are unaffected, and
spells and powers that the target is already concentrating
on can be concentrated on as normal. The target may
otherwise act normally, moving attacking, and performing
other actions as it sees fit.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
If you expend your psionic focus while initiating this
strike, your target does not get a saving throw against
it. However, the duration of the trance is reduced to
one round rather than three.
INTERNAL DOMINION OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The term sleeping goddess refers not to any tangible entity,
but a state of being; by focusing your psionic might through
the lens of true belief, you become something akin to a
minor divine power whose realm lies within your physical
form. Through this power, you can outright deny the world
when it tries to exert such paltry concepts as reality on
you. While you maintain this stance, you gain the following
abilities:
You can reroll a failed saving throw, taking the higher
of the two rolls.
You can force an opponent who has just hit you
with an attack or succeeded at a combat maneuver
check against you to reroll his attack roll or combat
maneuver check and take the lower of the two rolls.
You may only use a single one of these abilities per round,
and activating them is a free action that can be taken even
if it isnt your turn.

4th level
ARMORY OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Boost)
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)

Path of War Expanded


Your immense force of will allows you to shape your ideals
into a more powerful weapon than before. When you
initiate this boost, a souls blade appears in your hands,
taking the form of a +3 melee weapon you are proficient
with. Alternatively, you may create two souls blades, each
taking the form of an identical +2 melee weapons you are
proficient with. A souls blade created with this boost has
hardness 15 and 30 hit points. The blade lasts a number of
rounds equal to your initiator level before vanishing. If you
throw your souls blade or otherwise relinquish your grip on
it (such as by being disarmed), it dissipates after one round
unless you reclaim it. You can have multiple souls blades
created at once if you initiate this boost or other boosts that
create a souls blade multiple times, although only as many
as you can wield.
If you are currently wielding a mind blade or equivalent
weapon (such as a deadly fists empowered strikes, a psychic
armorys panoply of blades, or a soulbolts mind bolt), you
can choose to amplify it instead of this boosts normal
effects. Until the start of your next turn, all such weapons
you wield (including those created after initiating this
boost) gain the benefit of a single weapon special ability
equivalent to up to +2 enhancement bonus. This ability
must be chosen from the list of weapon special abilities you
can normally place on your mind blade (see the enhanced
mind blade class feature in Chapter 3 of Ultimate Psionics).
PUPPET OF THE GODDESS
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You take control of your foes perceptions, shutting them
off from reality and substituting a false world of your
choosing. Make an attack. If it hits, it deals weapon damage
as normal plus an additional 4d6 points of damage, and the
target must succeed at a Will save (DC 14 + your initiation
modifier) or have one of its senses completely overridden
for one round, as if you had manifested the false sensory
input power on them. You do not need to concentrate on
this ability to maintain it, although you cannot switch the
sense you are falsifying with this strike.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
For every 3 power points you spend, the effect of this
strike lasts an additional round.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its
saving throw.

REUNION IN DREAMS
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature (see text)
Duration: Instantaneous
Your understanding of the world and your place in it grows,
and allows you to reach out to others and bring them under
your protection even over great distances. When you initiate
this boost, you teleport one willing creature that you can
see within close range (25 feet + 5 feet per 2 initiator levels)
to an unoccupied square adjacent to you. If there are no
unoccupied adjacent squares for the creature to appear in,
this boost has no effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, you can teleport
an additional willing creature within close range to an
adjacent square.
If you expend your psionic focus while initiating this
boost, you may teleport yourself to an unoccupied
square adjacent to a willing creature within close
range before resolving the other effects of this boost.
Measure the range of this boost from and teleport
targets to unoccupied squares adjacent to your new
position.
TRAUMATIC REVERSAL
Discipline: Sleeping Goddess (Counter) [mind-affecting]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You and one opponent (see text)
Duration: Instantaneous
Just as a warrior with a superior weapon may try to sunder
an attackers blade, you are able to shatter your foes mind in
order to defend yourself, creating a momentary psionic link
along which the effects of their attack are shared. You can
activate this counter when you take damage from an attack
or effect originating from an opponent. You take only
half damage from the attack or effect, although any other
effects are resolved normally. In addition, the opponent
that damaged you must succeed at a Will save (DC 14 +
your initiation modifier) or take damage equal to half the
damage they would have dealt.
Augment: You can augment this maneuver in one or
more of the following ways:
If you spend 6 power points, you take no damage from
the attack, and the opponent that damaged you takes
the full amount of damage they dealt to you on a failed
saving throw.
If you expend your psionic focus while initiating this
counter, you can use it in response to an attack or
effect damaging an ally within 60 feet. If you do, you

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apply the effects of this counter to that ally and the
opponent that damaged that ally rather than yourself.

5th level
INARGUABLE PRESENCE OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your psionic might and the strength of your belief exert
an immense pressure on the minds of your foes merely by
being near them. You are a fact, and your power will not
be denied. While you maintain this stance, your maneuvers
and other abilities treat creatures that are normally immune
to mind-affecting effects as if they were not immune. Such
creatures gain a +5 resistance bonus on saving throws
against your mind-affecting effects, rather than ignoring
them outright. In addition, attacks made against you suffer
a 20% miss chance.
RESHAPE THE SCULPTED MIND
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your intimate acquaintance with the nature of the mind
allows you to strike it where its most vulnerable. Make an
attack. If it hits, it deals weapon damage as normal plus an
additional 1d4 points of Intelligence, Wisdom, or Charisma
damage (your choice), and the target must succeed at a
Will save (DC 15 + your initiation modifier) or be affected
by one of the following effects, depending on the type of
ability damage selected. A target that is immune to ability
damage still suffers this additional effect.
Intelligence: The targets ability to express its thoughts is
dampened, causing it to be unable to communicate with
others, even by telepathy, for a number of rounds equal
to the Intelligence damage dealt by this strike. The target
can still hear others, but anything it says or tries to convey
nonverbally is completely unintelligible, even to a creature
under the effect of a tongues spell or similar effect. Spells
that require verbal components suffer a 50% chance of
failure while the target is affected by this strike.
Wisdom: The target loses its grasp on reality, causing it
to become confused for a number of rounds equal to the
Wisdom damage dealt by this strike.
Charisma: The targets confidence and ability to believe
in itself is shattered, causing it to become frightened for a
number of rounds equal to the Charisma damage dealt by
this strike. At the end of each of the targets turns while it

160

is frightened, it can attempt another save to end this effect.


This use of this strike is considered a fear effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the ability
damage dealt by this strike increases by one.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects or fear effects the target possesses. Instead, a
normally-immune target gains a +5 resistance bonus
on its saving throw.
REVERBERATION OF DEFEAT
Discipline: Sleeping Goddess (Boost)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
As you destroy one foe, his allies feel the weight of his failure,
the pain, fear, and feeling of utter defeat cascading down
the ties of friendship or belief. You can activate this boost
when you reduce an opponent to 0 or lower hit points.
Each of that opponents allies within 30 feet must succeed
at a Will save (DC 15 + your initiation modifier) or become
shaken and sickened for a number of rounds equal to your
initiation modifier.
THE TIES THAT BIND
Discipline: Sleeping Goddess (Strike)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee attack and 60 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous (see text)
With a psionically-empowered strike, you stab through an
enemys physical form and attack their spirit and those tied
to it. In the minds of your targets, the world warps, keeping
them from fighting or moving effectively. Make an attack. If
it hits, it deals weapon damage as normal plus an additional
5d6 points of damage, and the target must succeed at a
Will save (DC 15 + your initiation modifier) or it and one
of the targets allies within 60 feet of your choice become
entangled for a number of rounds equal to your initiation
modifier. The targets ally does not receive a saving throw
against this effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
For every 3 power points you spend, you may select an
additional one of the targets allies to entangle if the
target fails its saving throw.

Path of War Expanded


If you expend your psionic focus while initiating this
strike, the target and its affected allies also become
nauseated for one round on a failed saving throw.

6th level
CONVERT INTRUSION
Discipline: Sleeping Goddess (Counter)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 30 ft. (see text)
Target: You (see text)
Duration: 1 round (see text)
With a practiced flourish of your weapon and a surge of
spiritual might, you tear magic asunder and redirect its
power to assist your allies. You can initiate this counter
when in response to being targeted by or within the area
of a power, psi-like ability, spell, or spell-like ability. Make an
Autohypnosis check with a DC of 11 + the effects caster or
manifester level. If you succeed, the effect is negated, and
all allies within 30 feet of you gain a competence bonus on
saving throws equal to 1/2 your initiation modifier for one
round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonuses
granted by this counter last an additional round.
If you expend your psionic focus while initiating this
counter, you can use it in response to an ally within
60 feet being targeted by or within the area of a power,
psi-like ability, spell, or spell-like ability. If you do, make
an Autohypnosis check as normal, then apply the
effects of this counter to that ally rather than yourself.
Your allies within 30 feet of that ally gain the bonus on
saving throws from this counter.
DREAMING NOMAD STRIKE
Discipline: Sleeping Goddess (Strike) [teleportation]
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 50 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
You force reality around you to become dreamlike,
eschewing the restrictions of distance and becoming a
whirlwind of strikes flowing across the battlefield without
needing to take a single step. When you initiate this strike,
you may teleport to any space within 50 feet from which you
could make a melee attack against an opponent. After you
teleport, make a melee attack against that opponent. If it
hits, it deals weapon damage as normal, and you can repeat
this process, teleporting to a space within 50 feet of your
new location. The maximum number of attacks you can
make in this way is equal to one plus an additional attack
for every four initiator levels you possess, and each attack

is made at your highest attack bonus. You cannot attack an


individual creature more than once during this strike.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the distance you can teleport
before each attack increases by 10 feet.
For every 2 power points you spend, the maximum
number of attacks you can make with this strike is
increased by one.
If you expend your psionic focus while initiating this
strike, you may teleport to any open space within 50
feet at the conclusion of this strike, whether or not the
strike ended because you missed an attack or because
you made all possible attacks.
OVERPOWERING OPTIMISM
Discipline: Sleeping Goddess (Boost)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
Your faith in yourself allows you to press the advantage
further than mostby believing you can succeed, you
change yourself into someone who will. When you initiate
this boost, you instantly regain your psionic focus. In
addition, you may augment a maneuver you initiate within
the next three rounds without spending power points,
gaining the benefits of the maneuver as if you had spent
the maximum number of power points you could spend on
that maneuver. You may not spend additional power points
when augmenting a maneuver in this way, nor does this
maneuver allow you to spend more power points than you
would normally be allowed to.
UNAVOIDABLE GAZE OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You open your senses, gaining perfect awareness of the
world around you with your enhanced perception. While
you maintain this stance, you gain a bonus on initiative
checks equal to your initiation modifier. You do not need
to make Perception checks to notice creatures; you can
detect and pinpoint all creatures within 60 feet. You also
ignore miss chances granted by concealment, darkness, and
invisibility, although you still must have line of effect to a
creature or an object to discern it.
In addition, you can expend your psionic focus as a
move action to pierce creatures minds as easily as your

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senses pierce darkness. For a number of rounds equal to
your initiation modifier after activating this ability, you can
read the surface thoughts of all creatures within 60 feet as
if you had manifested the read thoughts power. A creature
can make a Will save (DC 16 + your initiation modifier)
to keep you from reading their thoughts. A creature that
successfully saves against this effect is immune to having its
surface thoughts read by this stance for 24 hours. You do
not need to concentrate on this ability to maintain it. This
use of this stance is considered a mind-affecting effect.
STRIKE OF TRANSFIXED AWE
Discipline: Sleeping Goddess (Strike)
Level: 6
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 Standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your strike momentarily alters the flow of magic around your
opponent, viciously rending power from their mind. Make
an attack. If it hits, it deals weapon damage as normal plus
an additional 6d6 points of damage, and the target must
succeed at a Will save (DC 16 + your initiation modifier)
or become stunned for one round. In addition, if the target
fails its save, you learn their caster level or manifester level
(if any) and the target loses their highest level unexpended
spell slot as if they had cast it (chosen at random) and power
points equal to their manifester level. A target that cannot
cast spells or does not possess power points is unaffected by
this additional effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.

7th level
PERFECT DISTILLATION OF THE SOUL
Discipline: Sleeping Goddess (Boost)
Level: 7
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
Your souls blade is unparalleled in form, shining as a beacon
of your will and ideals, and carving through your foes as
well as even the most powerful magic weapons. When
you initiate this boost, a souls blade appears in your hands,
taking the form of a +5 melee weapon you are proficient
with. Alternatively, you may create two souls blades, each
taking the form of an identical +4 melee weapons you are
proficient with. A souls blade created with this boost has
hardness 20 and 50 hit points. The blade lasts a number of

162

rounds equal to your initiator level before vanishing. If you


throw your souls blade or otherwise relinquish your grip on
it (such as by being disarmed), it dissipates after one round
dissipates after one round unless you reclaim it. You can
have multiple souls blades created at once if you initiate
this boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding a mind blade or equivalent
weapon (such as a deadly fists empowered strikes, a psychic
armorys panoply of blades, or a soulbolts mind bolt), you
can choose to amplify it instead of this boosts normal
effects. Until the start of your next turn, all such weapons
you wield (including those created after initiating this
boost) gain the benefit of a single weapon special ability
equivalent to up to +3 enhancement bonus. This ability
must be chosen from the list of weapon special abilities you
can normally place on your mind blade (see the enhanced
mind blade class feature in Chapter 3 of Ultimate Psionics).
PIERCE THE SOUL
Discipline: Sleeping Goddess (Strike)
Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature (see text)
Duration: Instantaneous
You deliver a deadly blow to an enemy with a familiar or
similar bond, striking through the mystic ties between
master and servant. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 7d6 points
of damage. If your target is an animal companion, eidolon,
familiar, psicrystal, or similar creature with a telepathic or
empathic link to another creature (including creatures
within a collective or under the effect of a mindlink power
or telepathic bond spell, although not including creatures
communicating with the telepathy ability), you can choose
to deal this attacks damage to the creature that your target
is linked to. The target can make a Will save (DC 17 + your
initiation modifier) to negate this transfer of damage; if it
succeeds, it takes the strikes damage as normal. The linked
creature does not receive a saving throw against this effect.
You automatically know whether or not the target is such
a creature when this strike hits, although you do not learn
the identity of the creature linked to it. If the target is linked
to multiple other creatures, then the damage is transferred
to one of them at random. This strike can transfer damage
across any distance, although it cannot damage a creature
on another plane of existence from the target.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
If you expend your psionic focus while initiating this
strike, you deal damage to both the target and the

Path of War Expanded


linked creature. The target may still make a Will save to
negate the damage being dealt to that creature.
SOUL-CRUSHING MIEN
Discipline: Sleeping Goddess (Counter) [mind-affecting]
Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round
Your resolution proves dangerous, and able to damage
minds that even slightly contact your own. You can initiate
this maneuver when you are targeted or otherwise affected
by an effect that requires a Will save. You gain a +4 bonus
on that saving throw, and if you succeed, the originator of
the effect becomes stunned for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonus on your
Will save increases by +1.
If you expend your psionic focus while initiating this
counter, the originator of the effect is dazed for one
round if you succeed on your Will save, rather than
stunned. The creature still drops held items, takes a 2
penalty to its AC, and loses its Dexterity bonus to its
AC (if any) as if it were stunned.

8th level
INDOMITABLE IDEALISM
Discipline: Sleeping Goddess (Counter)
Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 100 ft. (see text)
Target: You
Duration: Instantaneous
An idea cannot be killed as long as it still inhabits a mind.
As a master of the Sleeping Goddess discipline, you have
the ability to use this fact to your advantage, channeling
overwhelming psionic power through yourself for a brief
moment in order to become a living embodiment of your
ideals and beliefs. You can initiate this counter when you
would be killed or knocked unconscious, either through
damage reducing you to 0 or fewer hit points or by an
effect that kills you outright (such as a death effect or
a vorpal weapon). You do not take the damage or are
completely unaffected by the effect, and may move to
a space adjacent to any creature within 100 feet that has
seen you or otherwise knows who you are. This movement
does not provoke attacks of opportunity, nor does it require
line of sight or line of effect, although you must be aware
that the creature in question is in range. To observers, you
seem to vanish and reappear next to the creature, folding
out of space and becoming to all eyes a near-flawless, ideal
version of yourself for a few seconds before returning to
your normal appearance.

SELF BEYOND THE SELF


Discipline: Sleeping Goddess (Strike) [compulsion, mindaffecting]
Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With your studied understanding of the mind and its
motivations, beliefs, and ideals, you can temporarily subvert
the spirit of a foe, briefly making them into a staunch ally.
Make an attack. If it hits, it deals weapon damage as normal,
and the target must succeed at a Will save (DC 18 + your
initiation modifier) or fall under your complete control for
one round, as if you had manifested a Geths mind control
power on them, although it can affect any creature type,
not just humanoids.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, the save DC of this strike
increases by +1.
If you spend 6 power points, the target is controlled for
an additional round.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its
saving throw.
UNIMPEACHABLE AUTHORITY OF THE SLEEPING GODDESS

Discipline: Sleeping Goddess (Stance) [fear, mind-affecting]


Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You focus your spirit and belief, becoming a terrible
and awe-inspiring sight; the world around you pales in
comparison to your reality, and those who meet your eyes
can feel your presence boring into their very soul. You may
enter and maintain this stance even if you are immune to
mind-affecting effects or fear effects. While you maintain
this stance, opponents within 60 feet of you become
shaken. This stance cannot create a stronger fear condition
if an opponent is already shaken; affected opponents
merely remain shaken while they remain within 60 feet of
you (although other fear effects can do so as normal). In
addition, as a move action, you can turn your attention to an
opponent within 60 feet that can see or otherwise perceive
you. That opponent must succeed at a Will save (DC 18 +
your initiation modifier) or become panicked for one round.
If you expend your psionic focus as part of using this ability,
you ignore any immunity to mind-affecting or fear effects

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Path of War Expanded

possessed by the target. Instead, a normally-immune target


gains a +5 resistance bonus on its saving throw.

9th level
IMMORTAL TRUTHS OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 9
Prerequisites: Four Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Standing at the pinnacle of the Sleeping Goddess disciplines
students, you have the ability to share your beliefs in a way
that no others can. By making contact with your opponents
mind and soul, you can open a dialogue, communicating
your respective ideals instantaneously and debating their
merits. Make an attack. If it hits, it deals an additional 10d6
points of damage. If this damage would reduce the target
to 0 or fewer hit points, you can attempt to convert them
to your way of thinking, clashing beliefs in a brief moment
of spiritual contact. If you do, you and the target make
an opposed ability check, with you using your initiation
modifier and the target using its Charisma modifier. If the

164

target succeeds, they take damage as normal, potentially


killing them or knocking them unconscious.
If you succeed, the target is instead reduced to 1 hit point,
and their attitude towards you and your allies changes
to helpful. This is not a compulsion, nor is it forcing the
target to follow your orders, but rather the result of a
spiritual conversation that took place in the instant of
the strike. The target now understands your beliefs and
ideals and either believes in them as well or respects your
belief enough to be unwilling to oppose you. Regardless
of whether or not the target succeeds on their check, you
gain a deep understanding of their own beliefs and ideals.
While you have this maneuver readied and unexpended,
you automatically know the current hit point total of each
creature within your melee reach.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals an
additional 1d6 points of damage. For every 2d6 you
increase the damage by, you gain a +1 bonus on your
ability check.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects the target possesses.

Path of War Expanded


Tempest Gale
Special Note: Some Tempest Gale maneuvers allow the
disciple to make a ranged combat maneuver attempt.
Treat this as a normal combat maneuver, except that
it does not provoke attacks of opportunity and may be
executed against any creature the disciple could attack
with their weapon. If the target is at a distance greater
than one range increment, the normal penalty to attack
rolls is instead applied to the combat maneuver attempt,
as normal. In addition, while you maintain a Tempest
Gale stance, you can retrieve unattended weapons as a
free action, provided the weapon is within your reach
at some point during your turn (including as part of
movement).

1st Level
DISARMING SHOT
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

ranged attack roll this round gains a +4 bonus if the target


of the attack is engaged in melee.
GALEBREAKERS STANCE
Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your ability to accurately read the wind allows you to fight
effectively even in the most adverse conditions. While you
maintain this stance, you do not take any penalties on
ranged attacks due to high wind speed, and your ranged
attacks ignore the wind wall spell and similar magical wind
effects that would adversely affect them.
SLIPSTREAM STRIKE
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

Your careful training allows you to fire shots from an The most basic protection against an arrow is some form
unexpected angle and strike opponents where they least of cover, but you know many ways to negate this defense.
expect it, their weapons. Make a ranged attack. If it hits, Make a ranged attack, ignoring any cover bonuses to the
it deals weapon damage as normal, and you can make a targets AC. If it hits, it deals weapon damage as normal.
disarm attempt against the target as a free action, using a
SNIPERS EYE STANCE
Sleight of Hand check in place of your combat maneuver
check. This disarm attempt does not provoke an attack of Discipline: Tempest Gale (Stance)
opportunity.
Level: 1
Initiation Action: 1 swift action
DISTANT GALE
Range: Personal
Discipline: Tempest Gale (Strike)
Target: You
Level: 1
Duration: Stance
Initiation Action: 1 standard action
As a Tempest Gale disciple, distance is no obstacle to
Range: Ranged attack
you. While you maintain this stance, you reduce the total
Target: One creature
penalty from attacking creatures beyond your weapons first
Duration: Instantaneous
range increment by 2, and you gain a +2 bonus on combat
Firing with the strength of the winds at your back, you maneuver checks made with ranged attacks. For every four
unleash an attack that becomes more dangerous the more initiator levels you possess, the penalty to ranged attacks
distance it travels. Make a ranged attack. If it hits, it deals lessens by another 2, and the bonus to ranged combat
weapon damage as normal plus an additional +1 point of maneuver checks increases by +2.
damage for every 20 feet of distance between you and the
2nd Level
target (up to a maximum of +5).
EYE OF THE NEEDLE

DEFLECTING SHOT

Discipline: Tempest Gale (Boost)


Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Discipline: Tempest Gale (Counter)


Level: 2
Initiation Action: 1 immediate action
Range: 30 ft. (see text)
Target: One creature
Duration: Instantaneous

For most archers, an enemy engaged in melee is a difficult


target at best, but for you a smaller target only presents
greater opportunity. After you initiate this boost, your next

You know well that a sudden shot can disrupt the enemy
and remove a potential threat. You can initiate this counter
in response to an attack being made against you or an

165

Path of War Expanded


ally within 30 feet of you. Make a ranged disarm attempt
against the attacker, using a Sleight of Hand check in place
of your combat maneuver check. If your disarm attempt
is successful, the attack is negated (even if the weapon
cannot actually be disarmed). This disarm attempt does not
provoke an attack of opportunity.
DISTRACTING DRAFT
Discipline: Tempest Gale (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Line of sight (see text)
Target: One creature
Duration: 1 round
Your well placed shot can both hurt the enemy and put
them off their guard. Make a ranged feint attempt against a
creature you can see, using a Sleight of Hand check in place
of the normal Bluff check. If your feint is successful, your
next ranged attack against that target within one round
deals an additional 1d6 points of damage.
DUSTCATCHING BREEZE
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You target your enemy with unscrupulous tactics, throwing
them off balance and allowing your allies to seize the
advantage. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 2d6 points of damage,
and you can make a dirty trick attempt against the target as
a free action, using a Sleight of Hand check in place of your
combat maneuver check.
PIERCING SHOT
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
The power behind your ranged attacks is such that they
can strike through one foe to pierce another behind them.
When you initiate this strike, you create a 30-foot line that
deals 3d6 points of damage. Creatures caught in the line
can make a Reflex save (DC 12 + your initiation modifier)
to take half damage.
SUDDEN GUST
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

166

Your placed shot can knock an enemy to the ground as


easily as a mighty sword swing. Make a ranged attack. If it
hits, it deals weapon damage as normal plus an additional
2d6 points of damage, and you can make a trip attempt
against the target as a free action, using a Sleight of Hand
check in place of your combat maneuver check. This trip
attempt does not provoke an attack of opportunity.

3rd Level
BATTERING GALE
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your arrows strike with such force that they can drive back
even the mightiest foes. Make a ranged attack. If it hits, it
deals weapon damage as normal plus an additional 3d6
points of damage, and you can make a bull rush attempt
against the target as a free action, using a Sleight of Hand
check in place of your combat maneuver check. This bull
rush attempt does not provoke an attack of opportunity.
CASCADING DRAFT
Discipline: Tempest Gale (Boost)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Reading the winds allows you to hit further and strike harder
than any other martial artist. After you initiate this boost,
your next ranged attack this round deals an additional +2
damage for every 20 feet of distance between you and the
target (up to a maximum of +20 damage).
DISARMING BLAST
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
With a combination of might and skill, you fire a shot that
hits with such force it disarms the enemy. Make a ranged
attack. If it hits, it deals weapon damage as normal plus
an additional 3d6 points of damage, and you can make a
disarm attempt against the target as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. This disarm attempt does not provoke an attack of
opportunity.

Path of War Expanded


TEMPEST GALE STANCE

Duration: Instantaneous

Discipline: Tempest Gale (Stance)


Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your arrows leave wounds which bleed more fiercely than


the pinpricks of a thousand lesser archers. Make a ranged
attack. If it hits, it deals weapon damage as normal plus
an additional 5d6 points of damage and automatically
overcomes damage reduction. In addition, a struck target
must succeed at a Fortitude save (DC 14 + your initiation
modifier) or take points of bleed damage equal to your
initiation modifier. The target continues to bleed until the
bleeding is stopped via magical healing or a successful DC
15 Heal check.

You move as swiftly as the wind, and strike with all the
fury of the storm. While you maintain this stance, you add
your initiation modifier to damage rolls made with ranged
weapons and gain a bonus on ranged combat maneuver
checks and the save DCs of Tempest Gale maneuvers you
initiate equal to 1/4 your initiator level (minimum +1).

4th Level
CUTTING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

EXPLODING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature and adjacent squares (see text)
Duration: Instantaneous
Even those who hide behind their fellows cannot save
themselves from your deadly shots. Make a ranged attack. If
it hits, it deals weapon damage as normal plus an additional
4d6 points of damage, and sparks and shrapnel explode
from the attack, dealing damage to creatures adjacent to
the target equal to your initiation modifier. Creatures other
than the primary target can make a Reflex save (DC 14 +
your initiation modifier) to avoid the damage.
IRON WIND
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
A single powerful blow can leave an enemy reeling, and you
excel at delivering such blows. Make a ranged attack. If it
hits, it deal weapon damage as normal plus an additional
4d6 points of damage, and the target must succeed at a
Fortitude save (DC 14 + your initiation modifier) or become
staggered for a number of rounds equal to your initiation
modifier.
WIND TUNNEL
Discipline: Tempest Gale (Boost)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
No foe can hide from your sharp eyes. After you initiate
this boost, your ranged attacks for one round ignore
any cover bonuses to the targets AC, and you do

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not take penalties on attack rolls from attacking creatures
beyond your weapons first range increment.

5th Level
BLINDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a skilled shot, you take your opponents sight, and
with it, the threat they pose. Make a ranged attack. If it
hits, it deals weapon damage as normal plus an additional
5d6 points of damage, and the target must succeed at a
Fortitude save (DC 15 + your initiation modifier) or become
blinded for a number of rounds equal to your initiation
modifier.
DANCING WINDS STANCE
Discipline: Tempest Gale (Stance)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

168

The wind whips around you as you move, guarding you


against attacks so long as you remain in motion. While you
maintain this stance, in any round that you move at least 10
feet, you gain the benefits of the improved evasion ability
and attacks made against you suffer a 20% miss chance until
the start of your next turn.
FALSE WIND
Discipline: Tempest Gale (Counter)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 immediate action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You unleash a rapid shot that distracts or disables an enemy,
preventing them from harming you or your ally. You can
initiate this counter in response to an attack being made
against you or an ally by a creature you can see. Make a
ranged attack against that creature. If it hits, it deals weapon
damage as normal, and the ally targeted by the creature you
attacked can move up to their speed as a free action, even if
it isnt their turn. This movement does not provoke attacks
of opportunity.
GROUNDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers

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Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your slings and arrows can bring down even the mightiest
flyers, dropping them to the earth where their wings mean
nothing. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 5d6 points of damage,
and if the target of the attack is flying, they must succeed
at a Fly check opposed by your Sleight of Hand check or
lose their ability to fly for a number of rounds equal to your
initiation modifier, falling to the ground and taking falling
damage as normal.
PIERCING GALE
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
No foe can withstand the force of your weapons. When
you initiate this maneuver, you create a 50-foot line that
deals 10d6 points of damage. Creatures caught in the line
can make a Reflex save (DC 15 + your initiation modifier)
to take half damage. Any creature that fails its save is also
knocked prone by the force of the attack.

6th Level
RAZOR TEMPEST
Discipline: Tempest Gale (Strike)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
A scything wind seems to follow your attacks, leaving
gashes that bleed profusely in the flesh of your enemy. Make
a ranged attack. If it hits, it deals weapon damage as normal
plus an additional 8d6 points of damage and bleed damage
equal to your initiation modifier. The target continues to
bleed until the bleeding is stopped via magical healing or a
successful DC 15 Heal check.
TRICK OF THE WIND
Discipline: Tempest Gale (Boost)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your skill at reading the wind is such that the very air itself
seems to bend to your will. After initiating this boost, you

can make a Sleight of Hand check in place of ranged attack


rolls for your ranged attacks this round. Any bonuses and
penalties that would be applied to a normal attack roll, such
as weapon enhancements, spell effects, or the penalties
for fighting with two weapons or shooting into melee, are
applied to the skill check as well.
WIND LANCE
Discipline: Tempest Gale (Strike)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your attacks strike with the force of a mounted cavalry
charge. Make a ranged attack. If it hits, it deals deals double
damage. If you make this attack with a thrown weapon at
the end of a charge, the attack instead deals triple damage.
WINDS OF VENGEANCE STANCE
Discipline: Tempest Gale (Stance)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Every move that your enemies make is an opportunity for
you, and one that you relish taking advantage of. While you
maintain this stance, you can make a number of additional
attacks of opportunity each round equal to your initiation
modifier. This stacks with the Combat Reflexes feat and
other effects that increase the number of attacks of
opportunity you can make in a round. In addition, any time
an enemy hits an ally within 60 feet of you with an attack,
you can make an attack of opportunity against that enemy
using a ranged weapon you are wielding.

7th Level
BLACK WIND
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
You unleash a mighty shot that thunders through enemy
lines, knocking aside any in its path. When you initiate this
maneuver, you create a 50-foot line that deals 15d6 points
of damage. Creatures caught in the line can make a Reflex
save (DC 17 + your initiation modifier) to take half damage.
Any creature that fails its Reflex save must also succeed at a
Fortitude save with the same DC or become dazed for one
round.

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HUNTING ZEPHYR
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
As a master of the Tempest Gale, you never miss your mark;
each shot is perfect. Make a ranged attack. This attack
automatically hits, threatens a critical hit, and cannot be
negated by the Deflect Arrows feat, a counter, or another
defensive ability activated as an immediate action (such as
the emergency force sphere spell or a similar effect). It deals
weapon damage as normal.
PUNISHING TEMPEST
Discipline: Tempest Gale (Boost)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Like the calm winds at the center of a hurricane, you are


bastion of serenity on the chaos of the battlefield. While
you maintain this stance, you add your initiation modifier
to damage rolls made with ranged weapons, you do not
take penalties on attack rolls from attacking creatures
beyond your weapons first range increment, and ignore
the effects of weather conditions and wind effect on your
ranged attacks (including magical winds such as a wind wall
spell). In addition, your ranged attacks ignore the AC bonus
granted to targets by anything less than total cover, and the
miss chance granted to targets by anything less than total
concealment.
STEEL TORNADO
Discipline: Tempest Gale (Strike)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

8th Level

Your masterful shot spins your enemy around with


incredible force, causing them to lose their grip and their
balance. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of damage,
and you can make a trip attempt against the target as a free
action. In addition, you can make a disarm attempt against
the creature for each item it is holding or wielding. These
combat maneuver attempts use a Sleight of Hand check in
place of your combat maneuver check, and do not provoke
attacks of opportunity.

BREATH STEALING WIND

9th Level

Each shot you fire contains the force necessary to drive


back even the sturdiest opponent, or knock them off their
feet. After initiating this boost, whenever you hit a creature
with a ranged attack for one round, you can make a bull
rush attempt against that creature as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. These bull rush attempts do not provoke an attack
of opportunity.

Discipline: Tempest Gale (Strike)


Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
You fire a single shot that steals the very breath from his
target. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of damage,
and the target must succeed at a Fortitude save (DC 18 +
your initiation modifier) or become silenced (as the spell)
for a number of rounds equal to your initiation modifier.
EYE OF THE STORM STANCE
Discipline: Tempest Gale (Stance)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 swift action

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Range: Personal
Target: You
Duration: Stance

VICIOUS TEMPEST VOLLEY


Discipline: Tempest Gale (Strike)
Level: 9
Prerequisites: Four Tempest Gale maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Unleashing the might of the winds to carry your attacks
throughout the battlefield, you launch a hail of arrows,
bolts, stones or weapons to devastate your enemies. Make
a full attack with any ranged weapon you are wielding. Each
attack deals an additional 2d6 points of damage, and any
time you hit with an attack during this full attack, you can
make a bull rush, dirty trick, disarm, sunder, or trip attempt
against the creature struck as a free action. These combat
maneuver attempts use a Sleight of Hand check in place of
your combat maneuver check, and do not provoke attacks
of opportunity.

Path of War Expanded

Chapter 7: Martial Traditions


Like the martial traditions introduced in Path of War, any
character can join the martial traditions described here,
provided that their alignment meets its requirements
and they can persuade the organization to accept them.
These traditions can be used to help flesh out a character
concept as a body of allies, a group of antagonists, to
add to a campaign setting, or more. Not every member
of these organizations will necessarily be an initiator
or even a martial charactersome employ arcanists,
priests, or other support membersbut the goals and
attitudes of each tradition are distinctly martial in
nature, focusing on fulfilling their missions through
battle and strife. As always, these are examples, meant
to be adapted to your own setting or used as inspiration
for creating your own Traditions. More information on
martial traditions can be found in Path of War.
Each martial tradition presented here has the
following information in its description:
Alignment: The alignment or alignments accepted
by the tradition. Not every martial tradition requires
specific alignments, but for those that do, failing to
uphold those alignments counts as a violation of the
traditions oath.
Symbol: The traditions symbol, used on their heraldry
and in other places where members wish to identify
themselves.

Discipline: Members of a tradition gain training in


that traditions favored martial discipline. A character
who joins a tradition can trade trade access to one of
their classs disciplines (or a discipline accessed through
the Martial Training line of feats from Path of War) for
the traditions favored discipline. If such a character
character does not have that disciplines associated skill
as a class skill, they gain it as a class skill. A character
who begins play as a member of a tradition can trade
for their discipline and learn maneuvers as part of
character creation. A character who joins a tradition
during their career must spend at least a week of time
training with other members of the tradition, at which
point they replace each maneuver they know from the
traded discipline with maneuvers of an equal level or
lower from the traditions favored discipline.
If a character loses access to their traditions favored
discipline (such as by breaking the oath of the Black
Thorn Knights from Path of War), they cannot ready or
initiate maneuvers from that discipline until they atone
and have their privileges restored by the tradition (which
may or may not be possible; see the individual tradition
descriptions for more information). A character can
un-learn their maneuvers by spending a week training
techniques from the discipline they traded away for the
traditions favored discipline, replacing the maneuvers

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from the lost discipline for maneuvers from their
previous discipline.
Oath: Each tradition has a ceremony used to induct
new members into their organization, as well as an
example of an oath a member must swear or code of
conduct they must follow. A character is expected to
uphold the spirit (and sometimes the letter) of this
oath, and may face penalties for failing to do so, both
socially and supernaturally. The oaths presented
are not legalistically worded, and they are not really
intended to bethey are goals to strive for, not absolute
requirements of behavior. Generally speaking, minor
violations of a traditions oath are not penalized beyond
social penalties or reminders of responsibilities, and
more severe violations result in suspension of services
or even exile from the tradition.
Allegiance Benefit: An allegiance benefit is an optional
bonus that a GM can grant to a member of a tradition
that represents specialized training, equipment, or other
benefits that the organization provides. Some allegiance
benefits are lost if a character severely violates the
traditions oath.
Description: This section explains the goals, habits,
and attitudes of the tradition, as well as providing
ideas for how or where they might be integrated into a
campaign setting.
Common Tasks: Common quests or orders handed
down by the Tradition to its members. These lists are
by no means exhaustive and instead describe what the
Tradition normally needs from its members on a regular
basis.
Available Services: Resources, items, and connections
made available to members of the tradition and its allies.
A member in good standing can reasonably expect to
access these services, though not always for free.

Acolytes of the
Arrow

Alignment: Any.
Symbol: A single arrow that streams scrolls as if
fluttering in the wind.
Disciplines: Solar Wind.
Oath: Acolytes of the Arrow swear themselves to the
bow and forswear weakness in both the immediate
personal sense and the spiritual sense. An Acolyte is
given their oath after a test of survival in which they are
given only a bow and a dozen arrowsnot so much as
a stitch of clothing is permitted themand commanded
to survive for a fortnight in a harsh environment. Those
that live kneel at the feet of their fellow Acolytes and
swear the following oath.
This test was only the beginning. Before my fellows I
swear to purge myself of the weaknesses that plague
my mind, my body, and my soul. Whether pride or
powerlessness, I vow to rise above my flaws and to aid

172

others who seek the same, to test myself against worthy


foes, and to raise no hand against those too weak to
challenge me. By the Arrow, let it be.
Allegiance Benefit: An Acolyte of the Arrow
continually gains the benefits of the endure elements
spell as an extraordinary ability. In addition, he gains
proficiency with all simple and martial bows and
crossbows, and can use such weapons as improvised
melee weapons without the normal 4 penalty. Weapons
used in this way by an Acolyte of the Arrow deal 1d6
points of bludgeoning damage (plus his Strength
modifier, as normal).
An Acolyte who violates his oath (such as by indulging
in excessive vice) loses his endure elements effect (but
not access to the Solar Wind discipline or the other
allegiance benefits) until he atones by spending a week
in obedience to his oath, during which he is permitted
neither food nor water. An Acolyte of the Arrow who
leaves the organization permanently loses the endure
elements effect, but retains his other benefits.
Description: The Acolytes of the Arrow offer one
simple purpose and goal to their students and to the
world: transcend the weaknesses of mortality, not by
cheating them but by challenging and rising above
them. Acolytes strive to purify their bodies, hone their
minds, and balance their souls so that no pain, vice, or
temptation may have power over them. To do this, they
train in the arts of war and put themselves through all
manner of tests, trials, and training. To the Acolytes,
ignorance is just as inexcusable as physical inability, and
flaws like addiction or sloth are just as bad as either.
This war-cult attracts students with the simple promise
that if you work hard enough, they will make you strong
in a way no one else can or will.
Though the Acolytes admit to favoring archery because
of traditiontheir founder was a master archerthey
also prize bows and knives as tools useful for survival,
battle, meditation, sport, and even art. Each Acolyte
dedicates themselves to self-reliance, but they interpret
the idea differently; one masters magics that let her
survive without tools, while another can craft anything
he needs with only the resources at hand. Acolytes
understand that they will never achieve the perfection
they seek in life, but they find nobility and value in the
attempt, and it is not uncommon to hear a mentor tell
their students that striving for the impossible means
growth rather than futility.
If there is one thing the Acolytes refuse to abide,
regardless of creed or morality, it is those who
deliberately create weakness in others. Drug dealers,
spreaders of poison or disease carriers are marked for
death by the cult and treated with neither pity nor mercy.
Though the Acolytes have no respect for those who will
not address their flaws, they have even less for people
who hold others back. The order as a whole does not
take a stance for or against charity work and other acts
to aid others, though the somewhat chilly distance these
master archers affect can make others uncomfortable

Path of War Expanded


around them and gives the Acolytes as a whole a
reputation for arrogance.
Common Tasks: Acolytes only rarely give tasks
which, when they do, tend to fall under eliminating a
spreader of weaknessbut they do often set challenges
for one another. Acolytes test each other by challenging
their brethren to great feats of strength, cunning,
or survival, which very often draws them into the
adventuring lifestyle where such challenges may be
found.
Available Services: The Acolytes of the Arrow have
a strong internal barter culture, and all manner of
services and handmade goods might be found amongst
them. Additionally, the order has long-standing deals
with various temples that offer discounts on healing
servicesand, at times, resurrectionsin exchange for
services rendered by the cult. Any given Acolyte may be
called upon to honor those deals, especially if theyve
recently taken advantage of those discounts.

The Cagebreaker
Brotherhood

Alignment: Any chaotic.


Symbol: It is sometimes joked that the Cagebreakers
have as many symbols as they do members. However,
a common theme in Cagebreaker heraldry is a broken
cage, a shattered castle, or another form of binding or
imprisonment that has been shattered, scattered, or
broken.
Disciplines: Elemental Flux.
Oath: The Cagebreaker Brotherhoods oaths are as
informal as their organization is, and can vary in wording
and administration. They remain supernaturally binding
in a sense, however, and Rumor is aware of when a new
member of her faithful has joined.

effect with by the Cagebreakers allegiance benefit; even


if multiple Cagebreakers use this ability.
Although its difficult to do so, a Cagebreaker who
manages to violate his oath loses access to his rebel yell
ability until he atones by striking a public blow against
law (such as by starting a riot) or by spending seven
days meditating on the nature of freedom and chaos.
A Cagebreaker who ceases to be chaotic may not atone
and loses access to the Elemental Flux discipline until he
regains his chaotic alignment. A Cagebreaker is always
free to leave the organization.
Description: It is difficult to talk about the Cagebreaker
Brotherhood as a cohesive whole, largely because it is
not a cohesive whole. The Cagebreakers are spread
all over the planes, on various Prime Material worlds,
within demiplanes and even in some cases at odd shifts
in the time stream where might-have-been worlds exist
as something more than a dream but less than reality.
What the Cagebreakers have in common is a fierce
and devoted love of freedom. Nominally lead by a
strange, glorious, and alien outsider calling herself
Rumor, the Cagebreaker Brotherhood stands against
law and lawful powers at every turn. They foment
rebellion, write seditious pamphlets, spark riots, join
(or found) underground movements, free slaves, raid

Contracts are for suckers and governments, and this


aint a contract, but it is a promise. Im here for the people,
to protect em from tyranny even when they dont realize
they need protecting. I go my own way and if that way
is shared by the law, hey, no skin off of my backbut no
man, law, or god will ever tell me that Im not a free man
without hearing me tell them to stick it. Rumor had my
back once, and now Ive got hers, until we go our separate
ways or I die fightin.
Allegiance Benefit: A Cagebreaker can channel part
of Rumors unbridled chaotic spirit into a rebel yell once
per encounter. As a swift action, he lets loose a wild cry,
and all allies within 60 feet (including the Cagebreaker
himself) can make a second saving throw against a mindaffecting effect that allows a saving throw affecting them.
This saving throw has the same DC as the original save.
If an ally succeeds, the effect in question ends. The ally
does not suffer any additional effects for failing the save,
if the effect would normally have any. A creature cannot
be granted more than one additional save against a given

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supply caravans, and more besides. Their ethics range
from benevolent robber-princes who protect an area
and guide the people within it to barely-sane reavers
that sweep across the land in a tide of fire and screams,
but all of them know each other as Brothers.
Admittedly the Cagebreakers are not organized and
civil strife is common amongst the order, especially when
Rumor isnt present on a particular world. Generally the
Cagebreakers are founded on a given world or plane
by an act of great heroism, often perpetrated by Rumor
herself; the matron of the Cagebreakers appears with
her soldiers to liberate cities from oppression, end the
march of lawful armies, or turn back infernal hordes.
She leaves behind a few Cagebreaker volunteers who
quickly recruit others, giving them the tools they need to
defend themselves and fight oppression, and then moves
on as quickly as she came. Sometimes, for reasons that
perhaps she herself does not understand, Rumor lingers
for longer times upon a world or returns to one she has
already visited, but inevitably she moves on.
Things hold together for a few years, but the
Cagebreakers embrace freedom, as a general rule,
with all of the zeal and nuance of children. Eventually
someone starts committing atrocities and the others bite
their lips, wondering if they have the moral right to stop
their Brother from doing as he wishes. The more mature
ones realize that, yes, they have the freedom to do what
they want and then go stop the madmen, but mature
Cagebreakers tend to be few and far betweenthe
Brothers die young and violently. Things are complicated
further by Rumors unpredictable behavior, and while
as a general rule she comes across as a good person
certainly her writings seem in line with many ideals
held by the Upper Planesthere are worlds that she has
visited as a very different sort of person, where the paths
of her travels bear names like the Scar, the Ten Mile
Lichyard, or simply the Sorrows, and the Cagebreakers
that arise in her wake have more in common with
demon cultists than with heroes.
That the Cagebreakers are capable of great change
is not in doubt, but their order see-saws between good
and evil in a maniacal and unpredictable fashion, and
the tension threatens to tear them apart or see them
annihilated by Rumors many enemies. Soon, something
has to giveand the wisest of the Cagebreakers follow in
their leaders footsteps, searching desperately for some
clue as to what has unhinged her mind and how they
might fix her.
Common Tasks: As one might imagine, the
Cagebreakers dont really give orders, ever. However,
respected or well-loved Cagebreakers do sometimes
send out calls for volunteers, usually for some rebellion
or crusade or another. A strong favor-trading culture
exists amongst the Brothers, who lend a hand in the
reasonable expectation that theyll get help themselves
down the road.
Things are sometimes different when Rumor is nearby
or paying particular attention to a world; her perspective

174

sometimes lets her see things that lesser Cagebreakers


miss, and she issues requests that arent precisely orders
but only because to date no one has really wanted to
push the issue. Thankfully Rumors got a solid reputation
for rewarding those she assigns these tasks, and the
Cagebreakers revere and respect her enough to let a
little power-mongering slide.
Available Services: On the one hand, the
Cagebreakers dont really give a lot of services. The
name gets respect in some places but not nearly enough
to count as a potential perk for prospective members,
given the orders reputation for instability. Cagebreakers
travel as lone warriors, in small packs of heroes or
reavers, or sometimes in great hordes but dont really
organize much, and many members are bad with money
(sometimes to the point of permanently sleeping under
their cloaks).
On the other hand, almost no one hoards strange,
eclectic crap the way the Cagebreakers do, and they keep
vaults, stashes, and buried weapons dumps all over
the multiverse that members might be able to access.
One could find nearly anything bundled up in such
locations, from mundane considerations (extra bullets,
armor, disguise kits) to artifacts thought long-lost that
were thrown into a chest by a Cagebreaker with no idea
of what he was holding onto. Because they do so much
work to benefit the poor, downtrodden, and destitute,
the Cagebreakers have lots of friends in low places who
can scrounge up almost-good-as-new goods on the cheap
and provide access to under-the-table favors, labor, and
sometimes criminal connections.

Cirque de la
Fume

Alignment: Any.
Symbol: A laughing mask, crying tears of blood.
Disciplines: Tempest Gale.
Oath: A potential recruit of the Cirque de la Fume
is given many tests over the course of their training,
sorting out their loyalty to the Cirque, their strengths,
weaknesses, and ethics. Once the Cirque deems them
either ready or unsuitable (unsuitable candidates are
usually given high references to other shows, which are
eager to snap up the Cirque de la Fumes rejects), the
training ends. Those candidates offered a position are
asked to swear their troth in the center of the big top at
the witching hour, with their new family in attendance:
I join a family that provides a service. I dont have to
agree; just support. I keep the secrets of my family, I protect
them from outsiders, and I speak up when it is right to do
so. Just as a magician never reveals his methods, neither
will I, and may my faithless tongue shrivel and rot if I
break faith.
Allegiance Benefit: A Harlequin of the Cirque de la
Fume gains a +2 insight bonus on Perform (comedy),

Path of War Expanded


Sense Motive, and Sleight of Hand checks. In addition,
she does not provoke attacks of opportunity for making
ranged attacks with thrown weapons as part of a martial
strike. She provokes attacks of opportunity as normal
with other ranged weapons, or when not using a strike.
A Harlequin who violates her oath (such as by telling
the secrets of the Cirque de la Fume to outsiders without
approval) loses these benefits (but not access to the
Tempest Gale discipline) until she atones by spending
a week in contrition and meditation or by persuading
the Cirque de la Fume to forgive her. In either case,
she likely gets the beating of her life from her offended
compatriots.
Description: The Cirque de la Fume is a two-faced
mercenary organizationliterally. Operating as a small
paramilitary force unto itself, the Cirque travels in the
guise of traveling entertainment of the highest caliber.
And that guise is true, in its own way; the Harlequins of
the Cirque take pride in their performances, their feats of
daring acrobatics, unexpected comedy, and storytelling.
But its members are also warriors, assassins, and thieves,
hired to solve problems with two promises to everyone
who uses their services: the client will never be revealed,
and the difficulty will be solved with grace and panache.
Two kinds of individual serve the Cirque de la Fume.
The main bodythe performerstravel with the
Cirque itself, put on shows, and move in the direction of
employment. These members take pains to preserve the
secrecy of the Cirques mercenary identity, shrouding
its paramilitary dealings from outsiders even as they
are hired out as soldiers, spies, and more. The other
members, known as talent scouts, travel far and wide;
these members handle recruitment, make contact with
potential clients (always ensuring the anonymity of the
Cirque itself), and are entrusted to handle difficult and
dangerous jobs that require a lighter touch, or for which
the Cirque is willing to cooperate with outsiders.
On the whole, the Cirque de la Fume is fairly honorable.
They dont go back on their contracts, refund clients
for failed jobs, and refuse jobs that require atrocities
which isnt to say that they dont have their darker side.
When money is tight, or the story is intriguing enough,
the Cirque is willing to assassinate, kidnap, and ruin
lives. Individual members are expected to object and
recuse themselves if they cannot stomach a job, and a
passionate enough objection (assuming the Harlequin
can rally her fellows) may lead to refusing the work. The
Cirque de la Fume always brings a personal touch to its
duties, treating even war as performance art, and leaves
a stunning variety of calling cards: posed bodies, fresh
flowers, poetry, and more are all common. Others are
sometimes unnerved by this ritualistic behavior, which
is just how the Cirque likes it.
Common Tasks: Harlequins do the jobs theyre given;
theft, war, recon, assassination, performances, and
more are all on the list. Adventuring Harlequins tend
to be talent scouts, which also makes them responsible
for recruitment, diplomacy, and negotiating fees with

potential clientsas well as revenge against those who


go back on their word. Cheating the Cirque de la Fume
is not recommended.
Available Services: Training, equipment, and the
ability to lay low for an indefinite period of time are
the most consistent services provided by the Cirque de
la Fume, but access to former clients, exotic goods, and
backup come in a close second. Because Harlequins
are also performers, the Cirque is talented at providing
distractions (for a small fee) for its members, especially
for high-profile crimes or jobs that can be used to add to
their mystique.

Crashing
Tempest Academy

Alignment: Any.
Symbol: A thundercloud raining weapons.
Disciplines: Thrashing Dragon.
Oath: The Crashing Tempest Academy likes to say that
it has no graduates, because the art of war can never be
perfected. With that in mind, a Student whose training
is deemed sufficient to be let back out into the world is
favored with a ceremony marking their progress from
trainee to warrior (recruits trained at other schools
are given a similar ceremony that marks the schools
recognition of their skills). The student is branded with a
lightning bolt on each cheek, just beneath the eyes, and
asked to swear the following oath.

As a Student of the Crashing Tempest Academy, my


duty is to uphold the Academys honor and to prove the
valor and worth of its training before those who doubt
it. I will not reveal the secrets of the Academy, turn aside
those who wish to learn from it, or slander its name before
outsiders, even if I dont always agree with its methods. By
the brand and my blades, let it be.
Allegiance Benefit: A Student of the Crashing
Tempest Academy is given access to a special ritual that
binds his weapons together. This ritual takes one hour to
complete and requires 100gp worth of special materials,
as well as two or more light or one-handed weapons (or
a single double weapon). At its conclusion, the weapon
or weapons involved gain the following benefits at any
time that all of them are worn and/or wielded by the
Student who invoked the ritual.
Each weapon altered by the ritual has its hit points
and hardness raised to the highest hit points and
hardness amongst weapons altered by the ritual.
Each weapon altered by the ritual penetrates
damage reduction as if it were made of the special
materials (if any) that each of the weapons altered
by the ritual are made of.
Weapons altered by the ritual ignore the effects of
the broken condition unless all weapons altered by
the ritual possess the broken condition.

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The Student may alter any number of weapons each
time she performs the ritual, but all must be worn
and/or wielded in order for the changes to take effect.
Performing the ritual again erases its previous effects. A
Student can only have one set of weapons altered at any
one time.
A Student who breaks her oath (such as by denigrating
the Academys teaching methods before non-members)
loses access to both the ritual and to its benefits on
his weapons for one week. Continued offenses extend
this duration, and may eventually draw the ire of the
Academys instructors.
Description: Crashing Tempest Academy is a fighting
school with pedigree. They offer the simple but profound
service of training warriors in the schools unique blend
of two-weapon combat and other disciplines, creating
unexpected and impressive fighting styles certified
to get the attention of your enemies. Theyve trained
soldiers, knights, and town watchmen. In point of fact,
the Academys rates are astoundingly low, and bequests
from both graduates and their mysterious Founder
(may He rest in peace) provide scholarships for those
born long on talent but, as it were, short on funding.
Everything seems above the board, so much so that
others wonder what the school is hiding.
Sadly, and hilariously, the secret hidden by the
Crashing Tempest Academy is not what most of its
students and detractors suspect. The school commits

176

no political corruption, hides no strange religious


rituals, and the few murders which have happened
within its walls have been investigated by local law with
the Academys full cooperation. No, the secret is this:
Crashing Tempest Academy was founded by an arrogant,
drunken braggart looking to prove the superiority of his
own fighting style. Founding the Academy with his own
considerable wealth and contacts, the Founder raised
up students for a tourney-at-arms which, shamefully,
they lost. The Founder reportedly wept openly and then
vanished off the face of the earth, leaving his wealth
behind doing nothing but fund the Academy.
The instructors at Crashing Tempest chose to keep
the school open in the manner required by its charter,
and the Academy has been training students since. The
warriors it releases into the world enhance the schools
reputation and draw in more business, which in turn
leads to more warriors being released into the world. Its
a pleasant cycle, as far as the instructors are concerned,
and they keep information on the Founder to a minimum
to preserve the schools reputation.
And pray that the old bastard doesnt show back up, of
course. That would just ruin everything.
Common Tasks: A Student who has the brand of the
Academy is technically no longer beholden to them.
However, the Crashing Tempest Academy sets out tests
and challenges for its warriors to prove their worth,
which might include battle tournaments, tests of skill
and survival, or even tasks to retrieve weapons of power
owned by former Students. Such tests typically have

Path of War Expanded


bounties, but their real purpose is living advertisement
for the Academy.
Available Services: Aside from ongoing training
(available to any Student who can make time to get back
to the Academy), warriors trained by Crashing Tempest
Academy can expect information from fellow Students,
access to the Academys master weaponsmiths, and
credit at various libraries that the Academy has a positive
relationship with (providing everything from manuals
of war to research on strange and exotic creatures slain
by warriors past).

Descendants
of the Golden
Council

Alignment: Any.
Symbol: The empty outline of a crown.
Disciplines: Golden Lion.
Oath: A potential Descendant is tested extensively
before being offered the chance to join, to determine the
nature of their character, their potential for leadership
and their trustworthiness. Those who fail, for whatever
reason, are often furnished with suggestions for other
organizations, but those who pass are brought before the
Golden Council. Their sponsor (see below) congratulates
them and offers them tutelage and support in exchange
for swearing the following oath of service.
In name, if not in blood, I become your descendant. I
will learn from your wisdom, benefit from your might, and
guide your lesser servants well, and in exchange I shall
serve your interests and protect you from the enemies
that threaten you in death as they did in life, and may my
glories fade with my good faith if I am false.
Allegiance Benefit: A Descendant of the Golden
Council gains a +2 competence bonus on Diplomacy and
Sense Motive checks, and other allies within 15 feet of
him gain a +2 morale bonus on saving throws against
compulsion and paralysis effects.
A Descendant who violates her oath loses these
benefits (but not access to the Golden Lion discipline)
until her sponsor forgives her, or another sponsor from
the Golden Council accepts her services. She remains
free to leave the organization during this time (and
persuading her sponsor to forgive her may be difficult
enough to make leaving easier), but in doing so, she risks
being hunted by agents of the Council who are tasked
with keeping its nature secret.
Description: The Descendants of the Golden Council
are a knightly order with a secret. Publicly, they claim to
be descended from great kings, chiefs, and leaders, from
whom they learn the arts of war and leadership. And
this is, to an extent, true; many of the Descendants are
literally descended from their sponsors in the Golden

Council, and even those that arent are considered


adopted by those sponsors. No, the secret part is this:
The Golden Council is still around, as ghosts.
The forty undead heads of the Golden Council were all
great kings, chiefs, and rulers in life. Now in death they
thirst for the power they once held, the power to rule
and command nations. For obvious reasons, they cannot
simply assume their thrones, and so they raise students
to do so in their place. The Descendants they train serve
as the Golden Councils hands in the world, amassing
power and followers in order to rule nations that, ideally,
will have the ghostly sponsor at their head.
This falls apart more often than it works. Clandestine
internal strife within the Council puts Descendants at
odds with one another with alarming frequency, to say
nothing of rival organizations, entrenched political
figures and dark plots of all stripes that may be moving
along already. Even when a Descendant manages to
achieve political power, they often chafe at having an
undead warlord ordering them about. Some permit
it in a show of loyalty, but most break faith with the
Golden Council and attempt to hold their throne. This
ends poorly for everyone involved; the assassination
attempts and insurrections fomented by the Council
in revenge usually wrack the unfortunate nation with
chaos that takes years to truly recover from. Still, the
Golden Council has eternity to work with and the
blinding obsession of the living dead to drive their
lust for power, and they will not be dissuaded any
time soon, and in the meantime the Descendants they
sponsor often lead lucrative and successful ventures
businesses, mercenary bands, or even more entrenched
organizations such as royal guards or bands of spies, all
resources that the phantasmal Council members wield
as weapons against their numerous enemies.
Common Tasks: The tasks set by the Golden Council
are largely dependant on ones sponsor; some shades
retain the ethics they held in life, while others were
horrors in life that have only grown worse in death.
However, almost all tasks involve either striving against
an individual sponsors enemies (which may no longer
remember that they even have such an enemy) and
amassing power, be it through goodwill, assassination,
political corruption, or other means. Individual sponsors
tend to favor certain methods, which they pass down to
their students as part of their training.
Available Services: Undead or not, each member of
the Council operates a network that can include loyal
servants, corrupt political regimes, favors, secret caches
of material, and other Descendants. A Descendant with
the favor of her sponsor may call upon some or even all
of these resources, if they can show results for it.

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The Lens Maker
Society

Alignment: Any.
Symbol: A pair of spectacles; one lense is etched with
a sword, the other with an eye.
Disciplines: Mithral Current.
Oath: It is quite possible to work with the Lens Maker
Society and not be a member or a full member. An
individual is only accepted as a formal apprentice and
inducted into the secretive part of the organization
after their mentor and fellows are absolutely certain of
their discretion and loyalty. Onceand ifsuch a point
is reached, the recruit is invited to a secret place at the
witching hour, where a circle of Lens Makers induct him
into the organization with a formal ceremony and ask
them to swear the following oath.
With word and deed, I will aid those weaker than
myself against the corruption that threatens them. I will
aid my brothers and sisters in guiding society to justice, in
protecting it from exploitation, and in arming it with the
knowledge it needs to shelter its citizens. In enlightening
others, I become an ally of hope and a servant of others,
and may my eyes darken and my tomorrows fade if I prove
faithless.
Allegiance Benefit: A Lens Maker gains a +2
competence bonus on Disguise and Knowledge (local)
checks, as well as on Perception checks to find hidden
doors, compartments, and traps. In addition, a Lens
Maker needs only two rounds to make a Disguise check,
rather than the normal time required. A Lens Maker
with the Quick Draw feat can draw a hidden weapon
(such as a sheathed sword cane or one hidden with the
Sleight of Hand skill) as a free action.
A Lens Maker who violates his oath loses each of these
benefits (but not access to the Mithral Current discipline)
until he atones with a formal apology and a mission of
penitence from a Master Maker, usually involving work
to remind them of the principles forgotten or broken
in their transgression. Lens Makers only rarely spurn
or hunt those who were once part of the organization,
though members leaving it may find themselves
blackmailed if they accidentally (or purposefully) oppose
the organizations goals.
Description: The Lens Maker Society is a study in
applied force and subtlety of purpose. The organization
exists to promote the welfare of the culture it joins;
its members vote to promote justice, aid the poor and
downtrodden, and encourage the spread of education
and innovations that improve quality of life for the
common man. Its chapter houses are public, and the
Lens Makers are unafraid to publicly support their
pet causes and act as activists within their homes and
further abroad.
Then, theres the things that go on behind closed doors.

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The Lens Makers are a benevolent organization,


but they back that benevolence up by exploiting the
weak-willed and politically corrupt. Members gather
intelligence on local politicians and community leaders.
Where those leaders fail to protect and support the weak,
the Lens Makers step in to force them into just action.
The Lens Maker Society does not pretend to hold a
moral high ground when it deals in blackmail, but it is
also quite happy to cynically point to its results and let
them speak for the organization. Actually assassinating
corrupt leaders is fairly rare, and happens only when
the Society uncovers sins that truly cannot be borne
diabolism, systemic abuse of their families, and murder
among them. These truly unforgivable crimes aside, the
Lens Makers take the stance that the corrupt are more
useful as tools than they ever could be as corpses, a
stance that can be seen in their recruitment. Often, the
Society chooses to recruit members that are corrupt but
controllable, in the hopes that a righteous cause to fight
for will encourage them away from evil.
Individual Lens Makers balance their public activities
with their secret ones. As spies, agents, and infiltrators,
they provide the Society with hard data. As confidants,
secretaries, and community leaders, they feel out the
pulse of the populace. Adventurers and mercenaries are
also trained and employed by the Society, both as muscle
and in deference to those situations when problems arise
in a community that can only be solved through violence,
especially those cases where a seemingly benevolent
leader proves to be a secret shapeshifter or spellcaster.
As a whole, the Society is led and controlled at the
local level, with an individual Master Maker presiding
over a Chapter, with Journeymen and Apprentices
arrayed under him or her. Less settled Lens Makers
are sometimes jokingly referred to as Peddlers or
Glaziers, though these titles are frowned upon by the
higher ranks. Once a year, the various Master Makers
in a region assemble to discuss overall trends and share
information, which is then distributed as it needs to be
known through the organization.
Common Tasks: Settled Lens Makers are given many
tasks and opportunities by the organization, which might
arrange for anything from volunteer work to espionage.
Burglaries, blackmail, and intelligence gathering are
common requests, which are all aided by the Societys
common training in the art of disguise. These members
tend to have public identities that are valued as assets to
the organization, which is why the travelers get all the
hatchet jobs.
A traveling Lens Maker may be contacted by messenger
or magic and asked to come to a specific city to help with
a problem. Particularly difficult burglaries, strong-arm
blackmail, and assassination are all distinct possibilities.
Sometimes theres just a monster that needs putting down
and none of the locals have the prowess for it, but this
last situation is fairly rare. Travelers are called upon for
the wet work because they have nothing to lose by being
outed in the community, where established members

Path of War Expanded


may have connections, families, and businesses placed
at risk if they get caught.
Available Services: The Lens Maker Society knows
that they ask difficult and dangerous work of its
members, and they compensate accordingly. At its most
basic level, this takes the form of access to specialized
resources like custom-made weapons (disguised as
ordinary objects), spellcasting, and common magical
items such as potions or scrolls. As a member becomes
more trusted and valued, the Society opens to them,
offering allies, contacts, hidden knowledge, access to
potent magical items and weapons, and more. Trusted
members, usually at Journeyman status, are furnished
with a pair of earrings that the Master Makers use to
contact them, though this requires that the Master Maker
in question know the wearers name.

Lords of the
Wheel

Alignment: Any neutral.


Symbol: A wheel depicting the four seasons, each in
the grip of violent weather.
Discipline: Riven Hourglass.
Oath: The Lords of the Wheel educate their students
extensively in the philosophy of balance they espouse,
offering constant tests, riddles, and questions meant to
help guide a recruit or students ideals. Very important
to the Lords is a new members ability to accept
working with opposing ideologies and look at big
picture problems instead of focusing on individual
circumstances. Once the Lords are confident in their new
recruit, four of them gather for the ceremony formally
inducting them into the secretive organizationone
Lord each from Spring, Summer, Autumn, and Winter.
Each marks the new member with their blade, and then
the student makes her oath:
I am not an assassin, to kill for mere money. I am not
a murderer, to kill for convenience, or a thug, to kill for
respect. I am a Lord, who kills to bring harmony, to ensure
balance, and preserve the world against the forces which
would destroy it. All things have their season to flourish
and their season to die, and to this principle I dedicate my
blade, my heart, and my soul. The Wheel is both beautiful
and inevitable, and should I turn from it, let it crush my
faithless heart.
Allegiance Benefit: A Lord of the Wheel gains a +2
insight bonus on Bluff, Sense Motive, and Stealth checks.
In addition, a Lord of the Wheel of 3rd level or higher
gains Lurker in Darkness as a bonus feat, even if he does
not meet the prerequisites.
A Lord of the Wheel who violates his oath loses these
bonuses and the benefit of the Lurker in Darkness feat
(but not access to the Riven Hourglass discipline) until
he atones for his transgression through one week of
isolated meditation, without contact with other sapient

beings. Alternatively, a Lord of the Wheel can atone


with a sacrifice of his own blood, dealing 1d4 points of
Constitution damage to himself. Once this damage has
healed naturally, his atonement is complete.
Description and Common Tasks: The Lords of the
Wheel claim a singular purpose; they serve universal
harmony, seeking to retain a sort of balance in the world
to the end of preventing catastrophe. The Lords are a
somewhat open secret; the existence of the organization
is known, but its members conceal their identity, and the
Lords of the Wheel keep their operations, safehouses,
and desires secret from the world. Partly this is so that
their mission is better effected, for the Lords value
subtlety and utilize assassination and bribery as some
of their chief tools when dealing in politics. Much of this
secrecy, however, is to protect their power structure and
the artifact at its heart, the Wheel of Years.
The Wheel of Years lets the Lords of the Wheel track
sources of disharmony and destruction in the world.
The heads of the four Seasons observe the Wheel and
consult with one another before dispatching their agents
to various problems, ensuring that the Lords are on
hand to deal with the problem and guide events towards
a harmonious resolution (as well as ensuring that they
dont accidentally send conflicting Seasons to the same
issue). These heads are also responsible for assigning
members to their appropriate Season, each focused on
solving a different sort of problem.
Spring is responsible for promoting growth in places
that have been gripped by despair and suffering, and
claims good-aligned Lords as its soldiers. Springs
servants normally solve the immediate problem first,
murdering gang lords, corrupt politicians, diabolic
cults, and other sources of evil, and then back up the
removal of evil by bolstering the areas hope. It is not
uncommon to find Spring soldiers (covertly, of course)
bolstering local economies by introducing fresh money,
volunteering at hospitals, providing magical items or
services at cost, or training militia.
Summer spreads chaos in places that resist change,
and claims chaotic-aligned Lords as its soldiers. Summer
is perhaps the most blunt of the four Seasons; Summers
soldiers identify the people holding local order together
and target them, displaying the bodies in public to
incite the populace to anarchy. Summer then remains
to observe the chaos that unfolds and, if necessary, cut
it short before it grows too destructive. Sometimes a
particular Summer soldier proves to be an exceptional
leader and manages to temporarily encourage more
subtlety within the Season, but more often than not
these hatchet-man tactics are Summers trademark.
Autumn claims the evil-aligned Lords and is tasked
with protecting the assets and secrecy of the Lords of
the Wheel. They silence those who discover too much
about the Lords, guard and maintain safehouses and
armories, bribe or blackmail politicians, and discreetly
maintain various under-the-table alliances with certain
temples sympathetic to the cause the Lords espouse.

179

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Perhaps the most watched of the four Seasons, Autumns
soldiers are selected for pragmatism and a certain moral
indifference, not malevolence; the goal, after all, is to
avoid disharmony and destruction.
Winter soldiers are dispatched to places in the grip
of chaos in order to establish order; Winter claims the
lawful-aligned Lords as its members. Winter favors
elegant solutions and is one of the most informed of
the Seasonsthey observe an area for weeks, months,
or years before making a move, solving the problem of
chaos in a blur of motion. What normally happens is the
death of the destabilizing influences (usually in a single
night), followed by the rapid rise to power of a leader
that Winter props up and arranges alliances and soldiers
for. Once Winter is sure that the leader theyve selected
wont be murdered the minute their back is turned, it
leaves the area so as not to over-correct for the problem
and accidentally create too much order in the region.
Finally, the extremely secretive Solstice Lords are
hidden even from the rest of the organization. Recruiting
only neutral Lords who have been proven trustworthy,
dedicated, and puissant, the Solstice Lords police the
organization from within, murdering Lords who betray
the organizations secrets and deciding internally if a
member still technically in good standing has become
a threat to harmony. The head of the Solstice Lords
occupies a first among equals position with the heads of
the four Seasons, possessing a tiebreaker vote in issues
that affect the organization as a whole.
Available Services: The Lords of the Wheel expect
much in terms of service and loyalty from their
members, and they give much in exchange. Lords
can expect support from temples and cults allied with
their organization, access to magical goods (including
the option to borrow weapons and tools from the
organizations armories), secret bolt-holes, libraries of
knowledge on all manner of enemies, the dirty secrets
of dozens of political figures, and much more. A Lord
is expected to use these resources responsibly; getting
informants caught or wasting items and wealth not only
makes the organizations mission that much harder, it
displays a lack of foresight and seriousness that speaks
ill of the Lord in question.

Loyal Order of
the Branded
Waerloch

Alignment: Any non-evil.


Symbol: A contract branded with a handprint.
Disciplines: Eternal Guardian.
Oath: Though students sometimes come to the Loyal
Order of the Branded Waerloch for teaching, these
individuals are not the majority of their recruits;
instead, the Order prefers to offer a second chance to

180

oathbreakers, traitors, and cowards. These individuals


sometimes come to the Order, and sometimes they are
offered a second chance instead of destruction by the
Orders members. Whatever the case is, they are branded
on their palms and foreheads to mark them forever as
traitors, and then asked to swear the following oath.
Though my honor and glories are as filthy rags, still I
swear to you: my blade to shield the weak, my word to be
my bond, and all glory to my fellows in the Order. I will
uphold the law where it is just for me to do so and avenge
the betrayed against those who defile their trust, and may
my soul shrivel and rot if I waste this second chance.
Allegiance Benefit: Waerlochs of the Loyal Order
gain a +2 sacred bonus on Perception and Sense Motive
checks, as well as a +2 sacred bonus on saving throws
against compulsion and curse effects.
A Waerloch who violates her oath (such as by betraying
another deliberately) loses each of these bonuses (but
not access to the Eternal Guardian discipline) until she
atones by accepting a 2 penalty to all d20 rolls for seven
days and nights. Repeated or flagrant violations may see
the Waerloch expelled from the order (at which point
she loses all benefits except access to Eternal Guardian)
and, in all probability, hunted by her former fellows.
Description: The founding belief of the Loyal Order of
the Branded Warloch is that everyone deserves second
chances. Originally created by a forsworn knight who
betrayed his honor to do what he felt was right, the
Loyal Order both hunts and helps traitors and cowards,
destroying those whose sins are truly unforgivable and
offering a hand to help others from the mire of their
miseries.
The Waerlochs of the Order stay spread out but keep in
communication with each other through letters, magic,
and infrequent gatherings (sometimes jokingly referred
to as cowards convocations). They take positions
as law enforcers or soldiers in places that permit such
(some nations or municipalities are, not wrongly,
concerned about divided loyalties) and join adventuring
parties as guardians. The bylaws of the Order demand
that its Waerlochs display their brands and explain
their loyalties to any who ask (they are not suggested for
undercover work), and a Waerloch who tarnishes the
reputation of the Loyal Order faces severe punishment.
In practice, though, the Waerlochs of the Order are
often very loyal individuals. Many of their recruits felt
lost or dishonored by the oaths theyd broken or the
causes theyd failed; others faced near-certain execution
and had their lives saved by the second chance the Order
offered. By accepting the brand, they have been given
the chance to not only regain their honor but to once
again have glory as the servants of a truly worthy cause.
Waerlochs band together and support their fellows
through hardship and doubt, knowing full well the many
difficulties that can lead one to betray ones word. New
recruits to the Order are often solemn and do not talk
much, but as they grow both as members and people

Path of War Expanded


they warm back up, feeling able to live their lives once
more.
Common Tasks: Many Waerlochs are asked to take
up long-term positions as members of law enforcement,
military initiatives, or even other knightly orders who
are willing to accept an acknowledged oathbreaker
(one famous Waerloch has been the personal guardian
of eight high priests, all of whom died of old age, and is
serving her ninth even now). The Order also commonly
asks its members to track down and capture or destroy
oath-breakers, and may call them out in the event of local
emergencies such as marauding monsters or impending
invasions.
Available Services: The Loyal Order of the Branded
Waerloch offers a variety of services, from legal aid and
mundane equipment to introductions, travel papers
(obtained legally; they can take time to acquire), magical
goods and, especially, spells and items to determine truth.
Waerlochs tasked with hunting a specific individual are
often supplied with a compass or other tracking device
keyed to that person, when such a tool is available.

Ordre des Repas


Exotiques

Alignment: Any.
Symbol: A pair of chefs knives, crossed over a
campfire.
Disciplines: Steel Serpent.
Oath: Joining the Ordre des Repas Exotiques is
deceptively simple. A potential recruit is asked to prove
their courage by hunting a mighty beast or monster, and
then prove the worth of their art by cooking it. Fail to
slay the beast, or please the Chefs, and the recruit is told
to try again next year. Those whose dish passes muster
are asked to swear the following oath to their fellow
Chefs.
I swear to be a true and faithful artistto never
compromise my vision because of petty traditions or
banalities, and to accept and learn from the mistakes I
place on the plate. I will not waste the beasts I hunt, nor
tarnish the names of my fellow Chefs without just cause,
and may my faithless tongue choke my unworthy throat
if I am false.
Allegiance Benefit: A Chef of the Ordre des Repas
Exotiques gains a +2 insight bonus on Knowledge checks
made to identify creatures, and can make such checks
untrained. In addition, the Chef is immune to the effects
of ingested poisons, and cannot contract diseases by
eating or drinking tainted faire (she may still contract
diseases in other ways).
A Chef that violates her oath (such as by falsely
slandering one of her fellows in the Ordre) loses these
benefits (but not access to the Steel Serpent discipline)
until she atones by hosting a grand feast worth 500gp per
character level for her fellow Chefs, or by hunting and

cooking a creature with a CR equal to or greater than her


character level.
Description: The warrior-chefs of the Ordre des Repas
Exotiques consider themselves artists without peer.
Ambition drives them to seek out legendary monsters
and otherworldly horrors as tests of their might, and
to prepare such beasts as culinary delights not known
in this world or any other. Each challenges her peers to
outdo their latest accomplishment, and together they
spread through the world looking to immortalize their
name on a plate.
The Chefs of the Ordre des Repas Exotiques work
with a fervor that borders on insanity. Each looks to
push the limits of cooking into new and exciting places,
and to push their own personal limits against tougher
challenges, mightier foes, and deadlier hunts. They join
forces with adventuring parties to hone their craft and
to experiment with their dishes with a live audience, and
to immortalize their names as warriors. Some members
are recruited as apprentice chefs (or warriors) with
potential, while others are invited in recognition of their
skills, but all are selected for their artistic drive.
Surprising many who hear of them, the Chefs of
the Ordre des Repas Exotiques tend to approach their
battles like assassins or hunters, because a quick, clean
kill leaves more of the monster (be it flesh, vegetable, or
something stranger) to be used in cooking. This is also
the reason they have learned to favor the Steel Serpent
discipline; its psuedo-poisons do not taint the meat, but
provide a quick, painless kill that is merciful to the
beast. It is a grave sin against the laws of the Ordre des
Repas Exotiques to let a kill go to waste, and all parts of
their enemies are used either in cooking or to, in some
way, better the world. Indeed, it is common practice for
a fallen Chef that cannot be resurrected to be buried
with a fruit tree planted in their body so that they
might continue to feed the world. As cooks and hosts
themselves, most Chefs have a keen respect for the laws
of hospitality and are quick to step up and defend their
hosts, or guests, from attack or dishonor.
As may be expected, the Ordre des Repas Exotiques
has a dark reputation amongst sapient monsters. While
some of its Chefs would never consume a sapient being,
many disagree; even good-aligned chefs might cook
a naga they have slain, either to honor its valor or so
that its death does not entail senseless waste. Conflicts
between the Chefs of the Ordre and such monsters
can be especially desperate and savage, and there is
little love lost between either side. Curiously, monsters
already in the habit of consuming sapient beingssuch
as dragonsare more sanguine about the entire affair,
and are less concerned with the potential fate of their
corpse. The Chefs, after all, will not defile it with undeath
or other atrocities.
Common Tasks: The Ordre des Repas Exotiques may
rope its Chefs into helping prepare a grand feast, agree
to slay a mighty monster, or retrieve a legendary (or
even magical) recipe. Additionally, a Chef may be asked

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to gather exotic ingredients for allied alchemists, or to
test a new formula in the field. These tests do not always
end well.
Available Services: The Ordre des Repas Exotiques
maintains relations with cutting-edge suppliers of
weapons, and equipment around. Because its members
are nomadic, they often do not have their own kitchens,
and the Ordre des Repas Exotiques maintains ties with
inns, restaurants, and houses of hospitality the world
over in order to secure facilities for its members. Thanks
to advantageous contacts and lucky recruitments, a Chef
can also seek advice from world-class monster hunters
and alchemists, many of whom will offer discounts to
the warrior-chefs.

The Quills

Alignment: Any evil.


Symbol: A feather quill piercing a pair of lips, as if to
hold them shut.
Discipline: Cursed Razor.
Oath: Potential Quills swear their oaths of service
alone and in darkness, whispering into the silence.
When their oath is accepted a small brand marks their
cheekstears burned into the flesh, as though they shall
weep forever.
Obedience is demanded, it shall be given. When Whisper
speaks, I shall listen. When She demands, I shall comply,
though it brings misery to myself and others. I shall keep
Her secrets, guard Her treasures, and do Her will, until
the day that She releases me from my grim task, and even
in the absence of Her voice I shall seek knowledge both
beneficent and baneful and preserve it against the day
when it is needed. If I fail in this oath, let Her wings beat
for me, and take me away forever more.
Allegiance Benefit: A Quill gains a +2 profane bonus
on Knowledge checks and a +2 profane bonus on Will
saves.
A Quill that violates her oath loses her profane
bonus on Will saves, but does not lose her access to the
Cursed Razor discipline and her bonus on Knowledge
checks. However, Whisper is instantly aware of their
faithlessness and sends agents to correct the problem
in a final manner. A Quill may atone back into Whispers
good graces by taking on a mission from Her, or may
attempt to change organizations and pray that whoever
shelters her can protect her from Whispers wrath.
Unlike most martial traditions, a Quill who ceases to be
evil-aligned is not considered to be violation of her oath.
Description: Little is known about the enigmatic
Quills, even to their own membership; information
is tightly controlled within the organization, and the
Quills do their best to cover their tracks outside of it as
well. Despite this, some information inevitably leaks out
because of insufficient secrecy, operational necessity, or
the sadly frequent insanity of the Quills themselves.

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The Quills serve an entity calling herself Whisper, and


in Her name they gather and protect knowledge of all
kinds. The Quills gather in places of mystery to prevent
others from destroying the foundations of secrecy,
in hidden temples where they keep vast libraries of
blasphemous texts, and in other, darker places hidden
inside the cracks of society. Secrets are their charge, and
the Quills hoard them against the day when they will be
needed.
A Quills chief duty is to discover knowledge (from
the mundane to the blasphemous) and record it so
that it may be protected, and only slightly secondary to
them is to preserve the powers of mystery and secrecy
wherever they can. Quills hide knowledge from others,
sharing them only with their fellows or in accordance to
Whispers desires. They spirit their writings or findings
away to library-fortresses hidden in pocket dimensions
or in the wilderness when they are not otherwise
engaged, and enjoy the full use of any knowledge that is
not forbidden to them by Whispera benefit that grants
many Quills surprising personal, political, or mystical
power.
Unfortunately, it also drives the majority of them
completely insane.
Part of it is the environment in which they operate.
Whispers motives are horribly unclear and obeying
her for too long inevitably damages her servants, who
begin losing their minds almost in self-defense; they
cut themselves off from empathy to forget the horrors
theyve seen or done, develop multiple personalities in
an effort to disassociate themselves from their deeds,
practice strange ritualistic superstitions, or simply
go stark raving mad as their minds finally crack and
crumble. Advancement within the organization is as
dangerous as it is desirable as well; Whispers agents
assassinate those who ask the wrong questions, and no
one seems to know which questions those are. Ambitious
underlings sometimes attempt to murder their superiors
only to find, after the deed is done, that the reaction is
entirely inconsistentsometimes they are showered
with dark knowledge and praise, and other times they
wake up in the middle of a circle of long knives and
solemn faces. Fear and uncertainty are part of a Quills
life from the moment he begins his training until well
after he dies (Whisper does not consider death or
insanity to be sufficient excuses for Her servants to be
freed) and the stress destroys many minds too weak to
handle it.
The knowledge itself is also a factor. The Quills collect
and guard blasphemous secrets that, perhaps, should
never have existed. Far from locking this knowledge
away, Quills are encouraged to learn from it and use it to
gain power for themselves. Some of the books they keep
are dark, hungry things that devour sapience the way a
starving wolf tears the meat from a fawn, and many more
simply contain secrets that are horrific to contemplate.
The Quills as a whole have a comprehensive and terrible
knowledge of the role of evil in the multiverse and how it

Path of War Expanded


might be used to further ones own goals, but with every
inch they reach into the darkness a little more hope dies
inside. Truly old Quills have thousand-mile stares that
dont seem to truly see whatever it is theyre looking at,
their souls have long been lost in contemplating truths
too vile for mortality.
Those few Quills that manage to survive with their
minds and convictions intact are rare and legendary
beings possessed of a chill and awful sanity; their
rationalizations are quiet, logical, and utterly devoid of
pity, and they pursue the mission of their order with an
efficient zeal. They are also the ones most likely to have
truly altruistic goals, even if their methods remain evil; it
is for this reason that they are often chosen to interface
with the outside world and with Whispers greater body
of servants. In their absence, those who are merely going
mad, rather than those that have already arrived, tend to
be preferred.
Common Tasks: In the absence of orders from Whisper,
Quills self-organize to steal and hoard knowledge
(especially forbidden knowledge), and to protect places
of mystery from those that would discover them and
reveal their secrets to the world. Some Quills do so out
of a genuine concern for what such knowledge will do to
the unsuspecting innocent, but the majority of them are
seeking to translate knowledge directly into power and
are indeed encouraged to do so.
Beyond this its difficult to talk about the common
quests assigned to Quills, because the only commonality
is this: Whisper has ordered a thing to be done. A
representative of Whisper, or Her own voice murmuring
into the Quills mind, appears to demand a task that
will not be explained or justified. A request is made,
information is given, and a timeframe established, and
thats all. The Quill might be asked to guard a lich whose
mind contains valuable knowledge, to rescue a peasant
from an onrushing army (and deposit him safely with
millions in gold somewhere, never to see him again),
or to steal a book that he must soak in the blood of
murdered virgins before eating it one page at a time. If
the Quill refuses the task, their life is their ownthey
will be hunted by Whispers agents either until they die,
or until Whisper decides that they are no longer worth
hunting. There is no visible rhyme or reason to Her will,
and She does not consider mere mortals to have the
authority to question it.
Available Services: As the holders of truly occult
knowledge, the Quills have a broad and dark range of
services available to their members and allies in good
standing. First and foremost is the knowledge itselfto
those with the patience and scholarly acumen access
to the libraries maintained by the Quills is a gold mine
of information that can be used for personal ends. The
Quills also provide the chance for their members to
transcend mortality as a member of the undead, and can
furnish opportunities to contact and traffic with demons,
devils, and other esoteric beings of evil.

On the more mundane end of things, the Quills have a


large network of contacts kept loyal through blackmail;
if an individual can gain access to some or all of this list
of names they can find healing, discounts on magical
goods, and other services facilitated by their orders
habitual trade in terror and madness.

Reverents of the
Lance

Alignment: Any.
Symbol: A burning eye pierced by a spear.
Disciplines: Piercing Thunder.
Oath: Reverents seek members who hate and despise
demonkind, with martial skill being the only other
consideration in membership. After trainingor tests
to prove the prospective members mettlethe wouldbe Reverent is taken to a place sanctified by the powers
of law and asked to kneel. As they swear their oath, a
shard of the Pitiless Spear is driven into the back of their
hand, where it burrows into their bone and roots itself.
The process is excruciatingly painful, but recruits that
cannot finish their oath through their suffering endure
its reverse as the shard is dug out of their hand and they
are rejected from the order.
I bear my hate for demons and all of their kin, and I will
unleash that hate upon all who would dare to ally with
them. I will defend the mortal realms from their howling
hordes, hunt them wherever I find them, and murder them
without pity, and should faithlessness stay my hand, may I
be cast out and unforgiven.

Allegiance Benefit: A Reverent of the Lance gains a


+4 bonus on Knowledge checks to know about or identify
outsiders with the chaotic or evil subtypes, as well as a
+4 bonus on Perception checks against such creatures. In
addition, a Reverent of the Lance of 3rd level or higher
gains Haft Strike as a bonus feat, even if he does not meet
the prerequisites
A Reverent of the Lance who violates his oath loses
these bonuses and the benefit of the Haft Strike feat
(but not access to the Piercing Thunder discipline) until
he atones by slaying a creature with a CR equal to or
greater than his character level in single combat (thus
slaking the shards bloodlust), or by spending seven days
re-attuning himself to the fury of the Pitiless Spear. A
Reverent of the Lance who leaves the order experiences
agonizing pain over the course of roughly an hour, as the
shard of the Pitiless Spear in their hand works its way
out, then returns to the care of the General-Reverent.
Description: Part knightly order and part death cult,
the Reverents of the Lance hunt demons, demonic cults,
and all who would dare to ally themselves with Abyssal
powers. The tale of their origin is short and savage; their
world was ravaged by a demonic invasion, led by a great
and terrible demon lord whose burning eye withered all
it gazed upon. Just as all seemed lost, a force of knights

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volunteered to hold the demon at bay while their allies
summoned a celestial that could do battle with it. The
spell succeeded, but the celestial could not cross through
the gate. Not wishing to abandon the innocent in need,
the celestial forsook its duty and threw the terrible spear
it was charged with guarding.
The moment the Pitiless Spear left the celestials hands,
the demon turned his gaze upon the gate. The celestial
was slain in an instant, but the spear continued through
the withering glare, piercing the demon lords eye. The
two stood locked for an eternal moment, and then both
spear and eye shattered into hundreds of shards that
sprayed over the battlefield. Clutching the ruin of its face,
the demon lord quit the field of battle and fled, with his
troops following in a disorganized rabble. The knights
who stood against him gathered up the shards of the
Pitiless Spear and vowed to use its power to ensure that
no such invasion could ever happen again.
Today, the Reverents of the Lance are a diverse group
of warriors that favor spears and polearms. The Pitiless
Spear is not a holy artifact, a fact of which they are well
aware, but they use its endless bloodlust to spur them
forward in battle and to hunt the demons that are
their ancient enemies. Most Reverents act as knightserrant, traveling the land as part of adventuring parties
or militaries and lending their expertise to the cause.
Some few instead travel with their fellow Reverents,
but this is fairly rare; Reverents tend to be hateful,
angry people, and do not particularly find each others
company pleasing, especially since proximity amplifies
the mental side effects of the shards in their hands. Any
given Reverent usually makes an effort to check in with
the General-Reverent about once every two years, but
for the most part if the General-Reverent wants to talk to
you, shell find you.
Aside from their general mission of slaying demons and
their allies wherever they can be found, the Reverents of
the Lance seek the original demon lord whose invasion
founded their order. Buried in the skull of that demon is
the final shard of the Pitiless Spear, and with it they can
reforge the spear into the great and terrible weapon it
once was. What they would do with such a thing is not
known, perhaps even to the Reverents themselves, and
the manic gleam of hate and fury in their eyes when they
speak about it sometimes worries their allies.
Common Tasks: The Reverents only rarely assign
actual tasks, but they provide plenty of information.
Members share rumors with each other and disseminate
information through allies in lawful churches and
regions where the Reverents are favored. Occasionally
the General-Reverent catches wind of a demonic artifact
or an impending invasion from the Abyss and sends in
her knights to investigate, which leads to temporary
periods of organization within the order.
Available Services: The allies of the Reverents provide
them with access to lawful-aligned weapons (and holy
ones, for those Reverents who can use them), lore on
demons and planar travel, and often are willing to

184

provide discounted spellcasting for the demon hunters.


The General-Reverent retains an armory of magical
items that are sometimes loaned out for truly dire tasks,
with the expectation that they will be returned.

Servants of the
Secret Hymn

Alignment: Any non-evil.


Symbol: A golden musical note locked within a bird
cage.
Discipline: Sleeping Goddess.
Oath: The oath sworn by the Servants of the Secret
Hymn is a very private event, often with only the student
and her mentor present. Often a potential student isnt
even aware that she has been recruited; she begins
having unsettling dreams of terribly evil events that are
happening in her world, or that have not yet happened.
These visions sometimes manifest spontaneously, but
most often appear in beings with a tangible relation to
evil that they choose (or struggle) to rejecttieflings
seeking to rise above their heritage, the bastard scions of
demonic sorcerers, victims of evil sorcery or malicious
psionic assaults. What follows is a dangerous and
harrowing time for the would-be initiate, who develops
an aura that marks them as the servant of righteous
powers; many, in total ignorance of what is happening
to them, are detected and slaughtered by malign powers
who mistake them for much more potent foes.
Some, however, are found by a Servant of the Secret
Hymn, or one of the psychics that work with them. They
are sheltered, trained, and taught what is happening
to themthat they are being contacted by a being the
Servants call the Singer, or sometimes the Prisoner. The
initial training is focused on healing the traumas so
commonly suffered by initiates into the Servants and on
refining the connection with the Singer that is now part
of their mind. When the student is deemed sufficiently
whole of mind and advanced in their training, their
mentor asks them to recite their oath, which is, by
tradition, sung.
I have been touched by evil, but it will not define me; I
have been wounded, but remain unbroken. I was Chosen,
but here, and now, I also Choose for myself. Where my
visions reveal evil I set out to prevent it, where my eyes
are clouded by darkness I kindle light. Though I commit
myself now to wrath my mind is a pool of calm in
which no corruption can dwell, for mine is the power of
righteousness, the glory of justice, and the honor of duty.
Let the Hymn be done.
Allegiance Benefit: A Servant of the Secret Hymn
gains a +2 insight bonus on Autohypnosis and Sense
Motive checks, as well as a +2 insight bonus on saving
throws against psionic powers and psi-like abilities.
A Servant of the Secret Hymn who violates her oath
loses each of these bonuses (but not access to the

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Sleeping Goddess discipline) until she atones with seven
days of meditation or by slaying an evil-aligned being. A
Servant of the Secret Hymn who becomes evil-aligned
may not atone until she ceases to be evil.
Description:
Few
knightly
orders
are
as
misunderstood as the prophet-champions known as the
Servants of the Secret Hymn. Some believe them to be
warriors scarred by evil, seeking revenge for what was
done to them. Others believe that the Secret Hymn is a
fallen god whose Servants seek to restore it to the full
flower of its might, or that the Servants are incarnate
angels sent to do good works upon the Material Plane.
All of these theories contain a grain of truth, though
all fall short of the full story told by this complex and
contradictory group.
There are many mysteries that the Servants of the
Secret Hymn freely admit that they do not have the
answers to. What they do know, and share freely, is
this: somewhere in the multiverse there is a prison, and
within it dwells the Singer. They do not know how the
Singer came to be trapped within its prison or what its
true nature is, though they work tirelessly to free it; what
they do know is that the Singer is a being of strange and
powerful benevolence, its very thoughts stained with
an intense and painful mercy that mortal minds were
not meant to withstand. Though constrained, the Singer
reaches out to those who feel the need to oppose evil and
grants them visions of malevolence, so that they might
seek out the events and prevent them before they can
occur.
To what extent the Singer knows what its doing is
unclear, as is its true nature. Attempts to contact it
with magic have been successful for a certain degree
of success; the last ally of the Servants to do so has not
spoken a single word in fifty years, and her beautiful
raven hair was stark white when she was done
communing with the Singer. Attempts to read her mind
have only produced an intense feeling of benevolence
and confusion, and the vague memory of a presence
retreating from her mind after it realized far too late
that even attempting to communicate was harming her.
For this reason the Servants of the Secret Hymn train
intensely to control their connection with the Singer, the
better to receive visions when they need them and to
prevent their minds from being snuffed out like candle
flames.
And here, then, is the most misunderstood part of
the Servants; they do not do good, in the strictest sense.
The Servants of the Secret Hymn oppose evil, seeking
to limit or reverse the harm it inflicts upon others.
Certainly many of them seek to become genuinely good
people, and what organization the psychic knighthood
possesses is deeply sympathetic towards celestial causes.
However, the Servants do not require such dedication
from their membershippreventing evil, they feel, is
enough. Their visions do not teach them how to bring
the most good out of a situation, nor do they provide
moral or ethical advice, and by longstanding tradition

such concerns are left to the individual Servant, which


unfortunately means that for every Servant of the Secret
Hymn who genuinely believes in doing good in the world
there is another who thirsts for revenge against evil, or
chooses to cooperate with the Servants because they feel
as though they have enemies in common.
Servants of the Secret Hymn tend not to gather in large
numbers. The visions granted to them by the Singer are
intensely personal, and the magnitude of an event is
no indicator that more than one Servant will be tasked
with solving it. As a result they tend to scatter in masterstudent pairs, or exist by themselves as lone knightserrant seeking hotspots of evil to correct. Despite this an
organization of sorts exists, which attempts to meet twice
yearly and keep tabs on problems within the order itself
and on maintaining good relations with their allies. Many
good-aligned psychics choose to work with or for the
Servants of the Secret Hymn, which is happy to use their
powers to coordinate for long-term change in opposing
evil, and a small group of Servants are maintained fulltime to guard and tend their library. Most of the great
fortress-library maintained by the Servants of the Secret
Hymn is publicly and freely available to all, and the
Servants regularly invite friends or trusted allies to visit
them and do business there. Truly dangerous knowledge
is locked in the deep levels, which contain blasphemous
writings so foul as to permanently stain the souls of
their readers; these malicious tomes are kept under lock
and key, guarded against the desperate day when such
heresy might be needed to defend the innocent.
Common Tasks: With almost no organization to speak
of, the Servants of the Secret Hymn dont really ask for
tasks of their membership. However, many Servants
choose to seek the Singer in an effort to free it and often
raise up students to do the same. Others may receive
requests from the library to find (or contain) a specific
artifact or writing, or be asked by a senior member to
investigate allegations of corruption in a fellow Servant.
There are some curious commonalities in the visions
granted by the Singer. Though a Servant might be sent
to prevent or reverse any act of evil, the visions granted
to them by the Singer often result in them confronting
beings of alien malevolencedemons from wretched,
forgotten corners of the Lower Planes, gibbering
invaders from outside reality, sapient poems that devour
the minds of those who hear them, and other eldritch
malevolences are commonly seen in their dreams and
prophetic visions. Sometimes simply finding a way
to harm such evil can be a quest in and of itself as the
Servant tries to learn how to slay a color or imprison a
two-dimensional being that moves only through length
and time.
Available Services: Again because of their obscurity
and lack of organization, the Servants tend to lack in
support for their members beyond the visions granted
by the Singer. Certainly the Servants have more than
their share of accomplished psychics and can train
their members in such powers (in addition to trading

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in psionic goods and items), but beyond such mentorstudent relationships little formalized services are
available.

Stained Glass
Champions

Alignment: Any non-evil.


Symbol: A ruined church, with its windows shattered.
Disciplines: Shattered Mirror.
Oath: A potential Champion is always sworn in by the
Stained Glass Knight, who takes time from other matters
to meet and evaluate them in a friendly duel. Once the
matter is concluded, she asks the Champion-to-be to
kneel and cuts a design into their cheek, depicting the
ruined church common to the Champions. As they swear
their oath, the scars color in until the design is a vibrant,
multicolored tattoo.
I offer you my aid for your wisdom and my loyalty to
the brotherhood of your students. I will search for the
knowledge, tools, and aid needed to take you home, and
help others whose homes and lives are threatened by
circumstances beyond their control. Should I betray you,
may my body shatter as my honor does.
Allegiance Benefit: A Stained Glass Champion can
use commune once per week as a spell-like ability with
a caster level equal to her character level. She must be
looking into a mirror to use this ability, and her questions
are answered by the Stained Glass Knight.
A Stained Glass Champion who violates her oath loses
her ability to commune with the Stained Glass Knight
(but not access to the Shattered Mirror discipline) until
she atones by permitting the Knight to chastise her (a
process that requires a mirror and deals 1d4 points of
Intelligence damage to the Stained Glass Champion.
This damage must be allowed to heal naturally for the
atonement to be complete) or spends seven days in
meditation on the nature of her crime. A Stained Glass
Champion who becomes evil may not atone or commune
with the Stained Glass Knight until she ceases being evil.
Description: The Stained Glass Champions are a
brotherhood of warriors and agents loyal to a being
they know as the Stained Glass Knight. In years past, an
individual they call the Summoner drew the Stained
Glass Knight through an enchanted mirror so that she
would fight his enemies. Bound by the Summoners
magics, she scourged his foes until they found the mirror
she had been drawn through. They destroyed the glass,
thinking it would send her back from whence she came,
but instead it broke the hold that the Summoner had on
his servant. The Knight appeared to destroy the one who
had enslaved her, but he fled, leaving her trapped in this
reality with no way of getting back home.

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The Knight made her apologies to those she had


opposed and began wandering, searching for a way
back home. Eventually she began gathering students
and allies to help her, teaching them the arts of war in
exchange for their help. Not all of her students stayed,
but enough did to form a society that holds her as their
leaderthe Stained Glass Champions. And though their
original purpose was solely focused around the Knight,
today the Champions also watch over those whose homes
are threatened. Bereft of her own home, the Knight
takes hospitality very seriously and asks her Champions
to investigate cases of crimes committed upon hosts
by their guests, as well as to defend and champion the
helpless against those that would destroy their homes
and communities.
Champions spend their time searching the land for
ways to leave this reality, which sends them into deep
dungeons, obscure libraries, and sometimes other planes
of existence. They keep in touch with the Knight as they
can, speaking through specially enchanted mirrors, and
sometimes gather students of their own. The Knight
vets these students personally but is otherwise busy
with her own tasks, which she performs mostly alone.
Every so often, however, she gathers her Champions
for an important announcement by traveling to the
ruined cathedral where she was first called into this
reality and using the enchanted mirrors she has there
to communicate to her students and friends all at once.
These communications are rare and reserved only for
news of great importance or dire urgency, so when a
Champion hears a voice issuing from her hand mirror,
she tends to listen.
Common Tasks: Aside from their ongoing mission to
help the Stained Glass Knight go home (a task theyve
been at for hundreds of years), the Stained Glass
Champions spend their time hunting down ancient lore
about dimensional travel, seeking out learned sages
of the planes, and finding artifacts that might help the
Knight go home. They are also expected to uphold and
defend the sacred laws of hospitality and to protect
those who cannot protect themselves. Every now and
again the Knight will contact a specific Champion with
a request, if she knows that Champion is the closest or
best-suited to a task, though she is very understanding
about other obligations.
Available Services: The Stained Glass Champions
offer many services, among which are enchanted glass
equipment (hard as steel and often enchanted for
battle), a comprehensive library of lore about the border
places between planes, summonings, banishments, and
light, and the wisdom of the Knight herself. For trusted
members, the Champions maintain a series of portals
linked to various mirrors that can serve as a method of
swift travel to those that are instructed in their secrets.

Path of War Expanded


The Sultanate of
Beggars

Alignment: Any non-lawful.


Symbol: A cloth mask marked with sigils of protection.
Disciplines: Broken Blade.
Oath: Sultans are offered no tests to be able to swear
their oath, but they are asked to remain within a city for
several months after swearing it to the one who inducted
them, where their behavior is carefully observed. Those
who cannot hold to their oath are beaten soundly,
stripped of their rank, and asked politely not to come
back.

I join a brotherhood ennobled not by wealth, but by


strength. I shall aid the destitute against those who prey
on them and shelter them from prisons of both debt and
slavery. I shall not abide those who desire to own their
fellow sapients, nor fail to give aid and succor to those
escaping the chains of enslavement. On my honor, let it
be.
Allegiance Benefit: A Sultan of the Sultanate of
Beggars gains a +2 anarchic bonus to his CMD against
bull rush and grapple attempts. In addition, he does not
take the normal 4 penalty when making attacks with
improvised weapons, and treats improvised weapons
as monk weapons for the purposes of class features and
feats.
A Sultan who breaks his oath (such as by permitting
slavery) loses the bonuses to his CMD (but not access
to the Broken Blade discipline or the other allegiance
benefits) until he atones by meditating for seven days
and nights on the nature of his crime, or else by donating
100 gp per character level (or equivalent service) to the
poor and destitute. He may also find himself targeted for
an educational beating by his fellow Sultans.
Description: Founded by ex-gladiators, the Sultanate
of Beggars opposes slavery and tyranny wherever they
may be found. Its members dress humbly and speak
softly, and often choose to dwell amongst the poor and
destitute, the better to personally protect them from
predators both within and without. Many a mugger or
goon has attempted to threaten a crippled old man only
to find that he had aimed his knife at a Sultan who is
now extremely upset.
The Sultanate encourages its members who choose to
adventure, especially those who oppose the activities of
slavers and bandits, but it is most famous for its more
stationary membership. This order of vigilantes hides
among the populace it protects, projecting an image of

weakness that entices predators to attack the hidden


warriors. More merciful Sultans attempt to reform those
who try to abuse them; others let them stand as final
examples of the wages of sin. The Sultans know they
lack the numbers to police every part of their adopted
communities, but by placing the fear of their retribution
in predators, they appear more numerous than they
actually are.
Though decentralized, the Sultanate of Beggars exists
in a state of mutual respect from member to member.
Each Sultan claims a group or territory (such as their
neighborhood, a brothel, or their adventuring party),
and other Sultans do not interfere in that claim unless
invited to do so or if they have evidence of misconduct
on the part of their brother Sultan. This attitude of
respect essentially governs their relaxed organizational
structure, with the Sultanate resembling a philosophy
more than anything else. It makes it difficult for the
Sultanate to consolidate its power when truly major
goals need to be accomplished, but it also affects their
overall purpose better, and that is a tradeoff the Sultans
are willing to make.
In places where the Sultanate acts more boldly (such
as if they feel stronger than local law, or have a positive
relationship with local law), it maintains houses of
hospitality marked subtly with their symbol. In these
houses, all and sundry are promised freedom from both
violence and eviction for at least three days and nights,
provided that they help with the chores and commit
no violence or abuse upon others. The Sultans who
run these houses take their responsibilities over them
seriously, and few things are as wrathful as a Sultan
whose house has been defiled or dishonored.
Common Tasks: The Sultanate operates on a system
of mutual respect; a Sultan asking a favor of his fellow
does so in the expectation that he will have to repay that
favor. Traveling Sultans who stop in a city often pick
up a variety of tasks from the rumors and intelligence
they gather there, usually involving dealing with corrupt
lords, slavers (and slave-taking cultures such as gnolls),
and sometimes with facilitating improvements for a
fellow Sultans domain. Repayment can be expected for
these services.
Available Services: Aside from favors drawn from
ones fellow Sultans, the Sultanate has friends in low
places and contacts in various rebel movements the
world over. They quietly collect weapons that are made
available to members and maintain safe houses and
secretive escape routes marked by signs known only by
ones fellow Sultans. What the Sultanate lacks in sheer
luxury of service they make up for in their incredibly
broad network.

187

Path of War Expanded


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15. COPYRIGHT NOTICE
Open Game License v 1.0a, 2000, Wizards of the Coast, Inc.
System Reference Document. 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams. Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Advanced Players Guide, 2010, Paizo Publishing, LLC; Author: Jason
Bulmahn
Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC;
Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle,
Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite,
Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin
McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean
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Teeuwynn Woodruff.
Pathfinder Roleplaying Game Ultimate Magic, 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob
McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds,
Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat, 2011, Paizo Publishing,
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn,
Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb,
Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
The Book of Experimental Might, 2008, Monte J. Cook. All rights
reserved.
Tome of Horrors, 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb;
Based on original content from TSR.
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Collins, Jesse Decker, David Noonan, Rich Redman
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Ari Marmell
Hyperconscious: Explorations in Psionics, 2004, Bruce R Cordell. All
rights reserved.
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Mindscapes, 20032004, Bruce R. Cordell. All rights reserved.
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Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Psionics Unleashed. Copyright 2010, Dreamscarred Press.
Ultimate Psionics. Copyright 2012, Dreamscarred Press
Path of War, 2014, Dreamscarred Press.
Path of War Expanded, 2016, Dreamscarred Press

Path of War Expanded

New Monsters of all CRs!


Full-Color
$24.99
Now Available!

189

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